• Title/Summary/Keyword: Perception of user

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User Expectation Experience of Flexible Display Interface (플렉서블 디스플레이 인터페이스의 사용자 기대경험)

  • Chung, Seung Eun;Yoon, Young Sun;Lee, Ram;Lim, Yeon Sun;Choi, Ho Jeong;Ryoo, Han Young
    • Design Convergence Study
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    • v.15 no.2
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    • pp.301-317
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    • 2016
  • Flexible display interface is capable of creating new user behaviors based on its characteristics of outstanding surface representation and display transformations such as bending, rolling, and folding. Thus, it is being discussed that the newly emerging flexible display interface can offer a different user experience that the previous flat display couldn't. However, as it is hard to find studies that identify the general attributes of user experience in the area of flexible display research, this study was intended to identify and label experience that users expect in a flexible display interface. For this purpose, this study first investigated literature reviews about user experience in previous digital media interface and flexible display interface and conducted interview research in order to reflect the users' perception, collecting 52 items that represent user experience. In addition, these items were used as measurements to deduct different types of user experience, and 308 interviewees participated in the interview research process. As a result, 10 types of user experience were developed from the results of the survey: functionality, understandability, pleasure, convenience, familiarity, stimulation, adaptability, collectivity, reality, and aesthetic.

Perception of Virtual Assistant and Smart Speaker: Semantic Network Analysis and Sentiment Analysis (가상 비서와 스마트 스피커에 대한 인식과 기대: 의미 연결망 분석과 감성분석을 중심으로)

  • Park, Hohyun;Kim, Jang Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.213-216
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    • 2018
  • As the advantages of smart devices based on artificial intelligence and voice recognition become more prominent, Virtual Assistant is gaining popularity. Virtual Assistant provides a user experience through smart speakers and is valued as the most user friendly IoT device by consumers. The purpose of this study is to investigate whether there are differences in people's perception of the key virtual assistant brand voice recognition. We collected tweets that included six keyword form three companies that provide Virtual Assistant services. The authors conducted semantic network analysis for the collected datasets and analyzed the feelings of people through sentiment analysis. The result shows that many people have a different perception and mainly about the functions and services provided by the Virtual Assistant and the expectation and usability of the services. Also, people responded positively to most keywords.

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Relationship between program value, service quality, and satisfaction of parents participating in adapted physical activity (특수체육활동프로그램 참여 부모의 프로그램 가치, 서비스품질, 만족도의 관계)

  • Ryu, Jin-Ho
    • Journal of Industrial Convergence
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    • v.20 no.2
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    • pp.87-94
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    • 2022
  • The purpose of this study verified the relationship between parents' perception of program value, service quality, and service satisfaction who participate in special sports activities. For this a survey was conducted with parents participating in the program at welfare facilities and private institutions in the metropolitan area. The survey was directly visited by the researcher, and 236 copies of data were collected and used for analysis. For the collected data, the causal relationship was verified through descriptive statistics, factor analysis and reliability analysis, correlation analysis and regression analysis. As a result of the analysis, the following conclusions were obtained. First, it showed a significant influence in tangibility, reliability, empathy, and guarantee in the relationship between program value perception and service quality. Second, in the relationship between program value perception and service satisfaction, significant influence was shown on user satisfaction and performance satisfaction. Third, in the relationship between service quality and service satisfaction, it showed a significant influence on user satisfaction and performance satisfaction.

User Perception on Character Clone of Crowds based on Perceptual Organization (군중에서의 캐릭터 복제에 관한 지각체제화 기반 사용자 인지)

  • Byun, Hae-Won;Park, Yoon-Young
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.11
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    • pp.819-830
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    • 2009
  • When simulating large crowds, it is inevitable that the models and motions of many characters will be cloned. McDonnell et al. analyzed user's perception to find cloned characters. They established that clones of appearance are far easier to detect than motion clones. In this paper, we expand McDonnell's research[1], with the focus on multiple clones and the appearance variety in real-time game environment. Introducing the perceptual organization, we show the appearance variety of crowd clones by using game items and texture modulation. Other factors that influence the ability to detect clones were examined, such as the moving direction and distance between character clones. Our results provide novel insights and useful thresholds that will assist in creating more realistic crowds of game environments.

Analysis of Requirements Using Quality Function Deployment (QFD) in Virtual Reality(VR) (가상현실(VR)에서 품질기능전개(QFD)를 활용한 요구사항 분석)

  • Park, Jihye;Kim, Mincheol
    • Journal of Distribution Science
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    • v.17 no.2
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    • pp.101-107
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    • 2019
  • Purpose - The purpose of this study is to analyze the user requirements and developer requirements in virtual reality(VR), and suggest ways to increase the satisfaction of users who experience virtual reality. Specifically, focused on experience store of VR as a distribution retailer, user requirements were analyzed according to the results of previous research that the characteristics of Affordance, Presence, and Head Mounted Display (HMD) affect user satisfaction. Research, design, data, and methodology - Based on previous studies, in this study, we analyzed the importance of immerse, interaction, perception, and presence for the satisfaction of the user through the questionnaire, and the user experiences virtual reality (VR) The importance of HMD, Presence, Affordance, and experience satisfaction were analyzed. Based on this, we analyzed the user requirements and the developer requirements based on the questionnaires and interviews of the experts, starting from the user's desire or preference using QFD technique. Results - As a result of the analysis, the development factors that occupied a big part in the virtual reality field appeared to be visual. In detail, this showed that there was a lack of sense of presence for users. This should be improved. This paper shows that the requirements for visual, auditory, and tactile development are necessary. For the satisfaction of the users of virtual reality (VR) users, it is necessary to develop them according to their priority in consideration of importance and difficulty in the future. Conclusions - In this study, it was suggested that development according to priority should be considered, considering the difficulty level. Based on the results of this study, the following suggestions are made. First, we tried to search the list of user requirements as much as possible, but it is likely to change due to the development of VR technology. Therefore, it is necessary for developers to continually supplement user requirements with recent research literature. Second, development priorities according to difficulty level should be considered. This aspect should be considered in the actual VR development process, so if the numerical value of the difficulty is calculated, it should be presented in the research.

A Study on the Development of User Experience Indicators for The Knowledge and Information Resource System (지식정보자원시스템 이용자 경험 지표개발에 관한 연구)

  • Chun, Jung Hyun;Lee, Jee Yeon
    • Journal of the Korean Society for Library and Information Science
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    • v.54 no.3
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    • pp.209-236
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    • 2020
  • This study describes a set of user experience indicators developed for the evaluation of knowledge and information resource systems. The user experience perspectives had emerged as a new analysis standard in the field of information media and information service research. The study included a survey conducted to verify the derived experience factors and developed them as indicators. The survey data was gathered from 158 participants in the preliminary and 480 participants in the main study. The applied analysis techniques were descriptive statistics, the exploratory factor analysis, the confirmatory factor analysis, the correlation analysis, and the path analysis. The results introduced seven user experience factors, 37 detailed user experience factors, and 105 system perception factors as the final user experience indicators. The developed and verified indicators should measure the degree of user experience perceived by users of the knowledge and information resource system and conduct effective evaluations that reflect correlation rather than a simple comparison of each experience factor.

User perception of medical service robots in hospital wards: a cross-sectional study

  • Lee, Jung Hwan;Lee, Jae Meen;Hwang, Jaehyun;Park, Joo Young;Kim, Mijeong;Kim, Dong Hwan;Lee, Jae Il;Nam, Kyoung Hyup;Han, In Ho
    • Journal of Yeungnam Medical Science
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    • v.39 no.2
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    • pp.116-123
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    • 2022
  • Background: Recently, there have been various developments in medical service robots (MSRs). However, few studies have examined the perceptions of those who use it. The purpose of this study is to identify user perceptions of MSRs. Methods: We conducted a survey of 320 patients, doctors, and nurses. The contents of the survey were organized as follows: external appearances, perceptions, expected utilization, possible safety accidents, and awareness of their responsibilities. Statistical analyses were performed using t-test, chi-square test, and analysis of variance. Results: The most preferred appearance was the animal type, with a screen. The overall average score of positive questions was 3.64±0.98 of 5 points and that of negative questions was 3.24±0.99. Thus, the results revealed that the participants had positive perceptions of MSR. The overall average of all expected utilization was 4.05±0.84. The most expected utilization was to guide hospital facilities. The most worrisome accident was exposure to personal information. Moreover, participants thought that the overall responsibility of the robot user (hospital) was greater than that of the robot manufacturer in the case of safety accidents. Conclusion: The perceptions of MSRs used in hospital wards were positive, and the overall expected utilization was high. It is necessary to recognize safety accidents for such robots, and sufficient attention is required when developing and manufacturing robots.

The Effects of Chatbot's Error Types and Structures of Error Message on User Experience (챗봇의 오류 유형과 오류 메시지 구조화 여부가 사용자 경험에 미치는 영향)

  • Lee, Mi-Jin;Han, Kwang-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.19-34
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    • 2021
  • The aim of this study is verifying the effects of chatbot's error types and structures of error message on attitude, behavior intention towards the chatbot and perceived usability of the chatbot. The error types of chatbot are divided into 'experience' error and 'agency' error, which set different expectancy level, according to mind perception theory. The structures of error message were either unstructured condition composed of error specification only or structured condition composed of apology, explanation and willingness of improvement. It was found that score of perceived usability was higher in experience error condition than agency error condition. Also, all three scores of dependent variables were higher in structured error message condition than unstructured error message condition. Furthermore, expectation gap of experience didn't predict the dependent variables but expectation gap of agency predicted all three dependent variables. Finally, the tendency of interaction effect between the error type and the structure of the error message on expectation gap of agency was observed. This study confirmed the mitigating effect of structured error messages and the possibility that these effects may vary by the type of error. The result is expected to be applicable to design of error coping strategies that enhance user experience.

A Study on the User's Evaluation for the Visual Types of Virtual Model House (가상모델하우스의 유형에 따른 사용자 평가에 관한 연구)

  • Ha, Ji-Min;Park, Soo-Been
    • Korean Institute of Interior Design Journal
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    • v.20 no.5
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    • pp.160-169
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    • 2011
  • In Korea, the construction company has provided houses through apartment sales system. Residents have obtained a variety of information about their future house by visiting a sample house called "the model house" before they purchase home. Advanced technology such as web-based VOD or Virtual Model in recent years has gradually replaced those built environment. In 2009, the Ministry of Land, Transport and Maritime Affairs announced the restraint to the construction of sample houses. Instead, they highly recommended a Virtual Model House as an alternative solution. This study aimed to propose how to design the user-oriented virtual model house through the experiment and survey research. The 3D virtual model house of 85m$^2$ apartment was built and presented by two types (Type A: Bird's Eye View, Type B: Walk through View) on the web page. The subjects evaluated presence, spatial perception and cognition, and usability of each type after exploring them. The results are as follows. (1) The subjects' evaluation of presence showed Type B has more negative effects than Type A such as feeling dizzy or tired even if their values were not so high. (2) The subjects perceived and cognized both types of virtual model house more realistic for the expression of volume of space, the size of opening, and the arrangement of furniture than that of wall finishes and materials. (3) The usability of Type A was significantly higher than that of Type B.

Influence of Perceptual Recognition and User Characteristics of 3D Printer Consumers on Perceived Value and Intent to Use Continuously (3D프린터 소비자의 지각된 인식과 사용자 특성이 지각된 가치와 지속사용 의도에 미치는 영향)

  • Park, Jun-Hong;Lee, Junsang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.6
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    • pp.697-703
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    • 2019
  • This study looked at what the perceived recognition and user characteristics of 3D printers have to do with perceived value and intention of continuing use. The data collection was conducted by 300 people, including employees who lived in Korea and used 3D printers. Research has shown that firstly, perceptual perception affects perceived values and intended use. Second, user characteristics have been shown to affect perceived value and intended use. Third, it appears to have a positive effect on perceived values and the intention of continuous use. Therefore, by fully recognizing the usefulness and ease of 3D printers to consumers, and by making them aware of the convenience and reliability of consumers, it will be effective if a strategy is established that has put a lot of interest and effort into making 3D printers more popular and active by enhancing consumers' intention to continuously use 3D printers.