• Title/Summary/Keyword: Lead User

Search Result 415, Processing Time 0.026 seconds

Evaluating User Experience of Smart Television Using Emotional Representation Language (감정표현어를 이용한 스마트TV의 사용자경험 평가)

  • Byun, Dae-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.5
    • /
    • pp.132-141
    • /
    • 2015
  • Smart television(TV) is replacing the traditional television model and the importance of user experience(UX) is rising. User experience evaluates the emotion state of users such as immersion, pleasure, and interest. User experience together with usability is a principle to be considered as for designing a smart television. It contributes to improve user satisfaction and lead to the long-term purchase. User experience is more difficult to measure than usability, because UX evaluation requires to biological and psychological techniques. However, the disadvantages of these physiological and psychological techniques require high experimental costs and the restriction of experimental environment. The objective of this paper is first to review conventional methods regarding UX evaluation and suggests a new method for measuring the UX of smart TV which detects keywords related emotional representation. The text is acquired from purchase postscripts of smart TV in the Internet shopping malls. This method costs less than the questionnaire survey to detect emotion.

A Study on the Characteristics of AI Fashion based on Emotions -Focus on the User Experience- (감성을 기반으로 하는 AI 패션 특성 연구 -사용자 중심(UX) 관점으로-)

  • Kim, Minsun;Kim, Jinyoung
    • Journal of Fashion Business
    • /
    • v.26 no.1
    • /
    • pp.1-15
    • /
    • 2022
  • Digital transformation has induced changes in human life patterns; consumption patterns are also changing to digitalization. Entering the era of industry 4.0 with the 4th industrial revolution, it is important to pay attention to a new paradigm in the fashion industry, the shift from developer-centered to user-centered in the era of the 3rd industrial revolution. The meaning of storing users' changing life and consumption patterns and analyzing stored big data are linked to consumer sentiment. It is more valuable to read emotions, then develop and distribute products based on them, rather than developer-centered processes that previously started in the fashion market. An AI(Artificial Intelligence) deep learning algorithm that analyzes user emotion big data from user experience(UX) to emotion and uses the analyzed data as a source has become possible. By combining AI technology, the fashion industry can develop various new products and technologies that meet the functional and emotional aspects required by consumers and expect a sustainable user experience structure. This study analyzes clear and useful user experience in the fashion industry to derive the characteristics of AI algorithms that combine emotions and technologies reflecting users' needs and proposes methods that can be used in the fashion industry. The purpose of the study is to utilize information analysis using big data and AI algorithms so that structures that can interact with users and developers can lead to a sustainable ecosystem. Ultimately, it is meaningful to identify the direction of the optimized fashion industry through user experienced emotional fashion technology algorithms.

DEVS Modeling for Interactive Motion-based Mobile Contents Authoring Tool (모바일 기기 환경의 인터렉티브 모션 기반 콘텐츠 개발 도구와 DEVS 모델링)

  • Ju, Seunghwan;Choi, Yohan;Lim, Yongsoo;Seo, Heesuk
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.11 no.2
    • /
    • pp.121-129
    • /
    • 2015
  • Interactive media is a method of communication in which the output from the media comes from the input of the users. The interactive media lets the user go back with the media. Interactive media works with the user's participation. The media still has the same purpose but the user's input adds the interaction and brings interesting features to the system for a better enjoyment. We need a digital content using a dynamic motion and gesture of the mobile device. We made an authoring tool for content producers to easily create interactive content. We have tried to take advantage of the interaction by using a touch screen and a gravity sensor of the mobile device. This interaction may lead to allow the user to participate in the content, it can be used as a key device to assist in engagement. Furthermore, our authoring tool can be applied to various fields of publishing content.

An Analysis on Key Factors of Mobile Fitness Application by Using Text Mining Techniques : User Experience Perspective (텍스트마이닝 기법을 이용한 모바일 피트니스 애플리케이션 주요 요인 분석 : 사용자 경험 관점)

  • Lee, So-Hyun;Kim, Jinsol;Yoon, Sang-Hyeak;Kim, Hee-Woong
    • Journal of Information Technology Services
    • /
    • v.19 no.3
    • /
    • pp.117-137
    • /
    • 2020
  • The development of information technology leads to changes in various industries. In particular, the health care industry is more influenced so that it is focused on. With the widening of the health care market, the market of smart device based personal health care also draws attention. Since a variety of fitness applications for smartphone based exercise were introduced, more interest has been in the health care industry. But although an amount of use of mobile fitness applications increase, it fails to lead to a sustained use. It is necessary to find and understand what matters for mobile fitness application users. Therefore, this study analyze the reviews of mobile fitness application users, to draw key factors, and thereby to propose detailed strategies for promoting mobile fitness applications. We utilize text mining techniques - LDA topic modeling, term frequency analysis, and keyword extraction - to draw and analyze the issues related to mobile fitness applications. In particular, the key factors drawn by text mining techniques are explained through the concept of user experience. This study is academically meaningful in the point that the key factors of mobile fitness applications are drawn by the user experience based text mining techniques, and practically this study proposes detailed strategies for promoting mobile fitness applications in the health care area.

Improved Drone Delivery System Through User Authentication and Mission Automation Using EdgeCPS (EdgeCPS를 활용한 사용자 인증 및 임무 자동화를 통한 드론 배송 시스템 개선)

  • MinGuen Cho;MinKi Beak;EuTeum Choi;DongBeom Ko;SungJoo Kang;SeongJin Lee
    • IEMEK Journal of Embedded Systems and Applications
    • /
    • v.18 no.4
    • /
    • pp.141-150
    • /
    • 2023
  • Currently, various companies are actively participating in research and development of drone delivery services. Existing studies do not comprehensively provide integrated functions for future drone delivery services such as mission automation, customer verification, and overcoming performance limitations, which can lead to high manpower demand, reduced user service trust, and potentially overloading low-end devices. Therefore, this study proposes a drone mission automation system (DMAS) using EdgeCPS technology to provide the three aforementioned functions in an integrated manner. Real-world experiments were conducted to evaluate the proposed system, demonstrating that the DMAS components operate according to the specified roles in the delivery scenario. In addition, the system achieved user verification with a similarity of more than 90% in the process of receiving the product, and verified a faster inference speed and a lower resource share than the existing method.

Influencing Factors for the Information Commons User Satisfaction: An Analysis of School Libraries (Information Commons 이용자 만족의 영향요인: 학교도서관 분석)

  • Kim, Ji-Sun;Park, Ji-Hong
    • Journal of Information Management
    • /
    • v.42 no.2
    • /
    • pp.121-149
    • /
    • 2011
  • The purpose of this study is to analyze influencing factors for the user satisfaction of information commons(IC) in school libraries. Relevant previous studies inform four candidate factors that could affect the user satisfaction. Based upon these factors and user interviews, a questionnaire are constructed to form 29 items in total. As the main data, 412 samples are collected from the IC users from 3 high schools in Seoul. Analyses lead to these findings: factors affecting the user satisfaction are identified. They are IC facilities, human services, and achievement level of self-directed learning. It seems that, in ICs, users prefer using space and facilities by themselves to accessing contents. This study suggests ways to improve user satisfaction. It would be essential to introduce IC facilities to current and potential users, to install instruments to enhance achievement level of self-directed learning, and to train users through library education programs.

How User's Participation in Feasibility Study Enhances Use of Business Intelligence Systems

  • Kim, Nam Gyu;Kim, Sung Kun
    • Journal of Information Technology Applications and Management
    • /
    • v.24 no.3
    • /
    • pp.1-21
    • /
    • 2017
  • Business Intelligence (BI) system is a strategic tool that presents an analytical perspective about business and external environments. Even though its strategic value was well known, users often avoid using it or adopt it ceremonially. In fact, over 50 per cent of BI projects worldwide are reported to end in failure. Such an unexpectedly lower success rate has been a key issue in BI studies. In order to enhance a proper use of information systems, MIS field provided a number of theoretical constructs. One example is Goodhue & Thompson's Task-Technology Fit (TTF). In addition, internalization, the degree to which people make their own effort to modify behavior, was recently suggested as another important determinant of use. Though in MIS community both TTF and internalization proved to be a key determinant of system use, there has been not much study aiming to discover antecedents influencing these constructs. In this study we assert that user participation should be highlighted in BI projects. Especially, we emphasize user participation at the phase of feasibility study that is mainly conducted to determine whether a BI system is essentially necessary and practicable. Our research model employs participative feasibility study as a major antecedent for TTF and internalization that consequently will lead to user satisfaction and actual use. This model was empirically tested on 121 BI system users. The result shows that user participation in feasibility study is positively associated with TTF and internalization, each being related to user satisfaction and system use. It implies that, if an organization has BI users get involved in strategic feasibility study phase, the BI system would turn out to fit users' tasks and, furthermore, users would put more efforts spontaneously in order to use it properly.

English Word Game System Recognizing Newly Coined Words (신조어를 인식할 수 있는 영어단어 게임시스템)

  • Shim, Dong-uk;Park, So-young;Kim, Ki-sub;Kang, Han-gu;Jang, Jun-ho;Kim, Dae-woong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2009.05a
    • /
    • pp.521-524
    • /
    • 2009
  • Everyone can easily acquire learning materials on web environment that rapidly develops. Because the importance of English education has been emphasized day by day, many English education systems are introduced. However, previous most English education systems support only single user mode, and cannot deal with a newly coined word such as 'WIKIPEDIA'. In order to lead a user's learning ability with interest and enjoyment, this paper propose an online English word game system implementing a 'scrabble' board game. The proposed English word game system has the following characteristics. First, the proposed system supports both single user mode and multi user mode with a virtual user based on artificial intelligence. Second, the proposed system can recognize newly coined words such as 'WIKIPEDIA' by using NEVER Open API dictionary. Third, the proposed system offers familiar user interface so that a user can play the game without any manual. Therefore, it is expected that the proposed system can help users to learn English words with interest and enjoyment.

  • PDF

Development of Android App to Record and Manage Travel Routes for Location Information Protection (위치정보 보호를 위한 이동 경로 기록 및 관리 서비스 앱 개발)

  • Seoyeon Kim;Ah Young Kim;Minjung Oh;Saem Oh;Sungwook Kim
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.12 no.10
    • /
    • pp.437-444
    • /
    • 2023
  • Location-based services play a vital role in our daily lives. While these services enhance user convenience, user's privacy is at risk because they lead to a rapid surge in collecting and utilizing location information for a user. In this paper, we design and implement an application that securely records and manages user location information. We enhance the privacy protection aspect concerning location information by providing some features. Utilizing Room DB, we store collected personal location information in the user's local database instead of the server of the location-based service provider. Furthermore, user can initiate and terminate recording at their discretion, thereby enhancing the protection of personal information related to location data. User's unease regarding their movement paths is reduced by empowering them to have control over their own location information.

Development of Hybrid (Sb/Ca) Flooded Lead-Acid Battery for Minimizing Water Loss (감액 특성 향상을 위한 하이브리드(Sb/Ca) 액식 연축전지 개발)

  • Song, Seung Yun;Lim, Tae Seop;Kim, Sung Jun;Jung, Yeon-Gil;Yang, SeungCheol
    • Korean Journal of Materials Research
    • /
    • v.32 no.3
    • /
    • pp.146-152
    • /
    • 2022
  • One disadvantage of deep cycle flooded lead-acid batteries is increasing water loss caused by use of (+) Pb-Sb / (-) Pb-Sb alloy grid. Water loss is generated by the emission of hydrogen gas from the (-) electrode during battery charging. In this paper, we maintain cycle life aspect through the development of hybrid flooded lead-acid batteries to which a (+) Pb-Sb / (-) Pb-Ca grid is applied and deal with the improvement of water loss. The amount of water loss compared to that of the (-) Pb-Sb grid decreased when Ca was added to the (-) Pb grid. For the (-) Pb-Ca grid, it was confirmed that the time to reach 0.0 V, at which water decomposition occurs, was increased compared to that of the (-) Pb-Sb grid at the NPV (Negative Potential Voltage). In the cycle life test conducted with the BCI (Battery Council International) standard, compared to the (+) Pb-Ca grid, the (+) Pb-Sb grid increased the life cycle of the batteries and the (+) Pb-Ca grid showed an early end of life due to PbO corrosion layer generation, as determined through SEM / EDS and Tear Down analysis. In conclusion, by addition of Sb to (+) Pb grid and Ca to (-) Pb grid, we developed a hybrid flooded lead-acid battery that meets user requirements to improve water loss characteristics and preserve cycle life characteristics.