• Title/Summary/Keyword: Perception of user

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A Study on the User Experience according to the Method and Detail of Recommendation Agent's Explanation Facilities (추천 에이전트의 설명 방식과 상세도에 따른 사용자 경험 차이에 관한 연구)

  • Kang, Chan-Young;Kim, Hyek;Kang, Hyun-Min
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.653-665
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    • 2020
  • As the use of recommended agents has become more active, the "Explain Facilities" is drawing attention as a way to solve the black-box problem that could not explain internal logic to users. This study wants to look at how the description Method and Detail affects to user experience. The Explanation method was divided into 'why the agent did a particular action' and 'why not do a particular action' and the detail condition were divided into 'high or low'. Studies have found that 'why method' have a positive effect on users' transparency, trust, satisfaction, and behavioral intention to use, and 'high detail condition' higher the user' Psychological reactance. In addition, it was found that the explanation methods and detail influenced the 'Explanation' perception through interaction and tended to affect satisfaction and intention to adopt recommendation. This study suggested that careful attention is needed to determine the method and detail of the Explanation facilities in the context of the recommended agent, based on the research findings that it affects the user experience through the interaction of the method and detail.

A Study on the User Evaluation for Media Form of Virtual Environment (가상환경의 미디어 형식에 대한 사용자 평가 연구)

  • Park, Soo-Been;Yoon, So-Yeon
    • Korean Institute of Interior Design Journal
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    • v.17 no.5
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    • pp.166-174
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    • 2008
  • As the use of virtual environment for decision-making interior or architectural design has been increasingly broaden, the choice of media form-physical, objective properties of a display medium-became and important issue to take into consideration. This research deals with the effects and differences between two types of media for a virtual environment; wall projection screen(120") and PC monitor(17"). In addition, efficient adoption of the two media forms was also proposed in this research. A total of 90 subjects participated in pre-designed three experimental groups(A group: experiment with a wall projection screen, B group: experiment with PC monitor, C group: both) and answer the seating preferences, the presence inventory, and the decision confidence using a simulated virtual restaurant environment. The results are as follows: (1) seating preferences for the tables located in frequent traffic area and near other spaces such as restroom and th kitchen are significantly different by the media form. While there is no significant difference found in seating preferences for most tables except high traffic areas near entrances between the two media. This result demonstrates the effects of media type or screen size on user perception for the areas near structural or interior design elements. (2) The presence measure in this research consist of in this research consist of four factors: 'spatial presence,' 'object presence,' 'positive effects,' and 'the factor of negative effects. 'The mean values of the items involving engagement or interaction in the spatial presence factor and the object presence factor are significantly different by the media form. A higher sense of presence of presence was observed in the wall projection screen. (3) PC monitor condition was shown to provide a higher level of decision confidence. Based on the research finding, conclusions and implications are discussed.

A Study on the Satisfaction Analysis of Smart Traffic Safety Systems using Importance-Performance Analysis (IPA를 이용한 스마트 교통안전 시스템의 만족도 분석 연구)

  • Kiman Hong;Jonghoon Kim;Jungah Ha;Gwangho Kim;Jonghoon Kim
    • Journal of the Society of Disaster Information
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    • v.18 no.4
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    • pp.754-768
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    • 2022
  • Purpose: The purpose of this study is to derive improvements through user satisfaction analysis for the smart traffic safety system being applied to improve traffic safety. Method: A survey-based IPA analysis was used to derive system and service improvements for groups of drivers and pedestrians. Result: As a result of the analysis, both drivers and pedestrian groups showed that Quadrant 1(Keep up the Good Work) was 'Perception of risk information', and Quadrant 3(Low Priority) was 'Reliability of warning information'. On the other hand, 'AI display suitability', which was analyzed as Quadrant 1(Keep up the Good Work) in the driver group, was found to be Quadrant 3(Low priority) in the pedestrian group. Conclusion: Satisfaction factors for smart pedestrian safety systems may vary depending on users, and it is judged that user-centered system construction and service provision are necessary.

The Accessibility of Taif University Blackboard for Visually Impaired Students

  • Alnfiai, Mrim;Alhakami, Wajdi
    • International Journal of Computer Science & Network Security
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    • v.21 no.6
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    • pp.258-268
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    • 2021
  • Online learning systems are becoming an effective educational medium for many universities. The accessibility of online learning system in universities means that every student, including the visually impaired, is able use all the site's services. This research focuses on investigating the accessibility of online learning systems for visually impaired users. The paper purpose is to understand the perception of visually impaired undergraduate students towards Blackboard's accessibility and to make recommendations for a new Blackboard design with accessible features that support their needs. Impact of a new Blackboard design with accessible features on visually impaired students, using Taif University students as a case study is evaluated in this paper, as it is similar to most learning systems used by Saudi universities. A study on Taif University's utilization of Blackboard was conducted using mixed method approaches (an automatic tool and a user study). In the first phase, Taif's use of Blackboard was evaluated by the web accessibility tool called AChecker. In the second phase, we conducted a user study to verify previously discovered accessibility challenges to fully assess them according to the accessibility and usability guidelines. In this study, the accessibility of Taif University's Blackboard was evaluated by thirteen visually impaired undergraduate students. The results of the study show that Blackboard has accessibility issues, which are confusing navigation, incompatibility with assistive technologies, untitled pages or parts, unclear identification for visual elements, and inaccessible PDF files. This paper also introduces a set of recommendations that aim to improve the accessibility of Blackboard and other educational websites developed for this population. It also highlights the serious need for universities to enhance web accessibility for online learning systems for students with disabilities.

A Study on the Improvement Strategies of Policy Information Services for National Library of Korea, Sejong (국립세종도서관 정책정보서비스 개선 전략 연구)

  • Choi, Jae-Hwang;Jeong, Hong-Sang;Park, Sungjae;Lee, Jae-Young;Lee, Jongwook
    • Journal of the Korean Society for Library and Information Science
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    • v.54 no.1
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    • pp.71-88
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    • 2020
  • The purpose of this study is to propose the improvement strategies for policy information services of National Library of Korea, Sejong through analysis of their current status and problems. For the study, we conducted interviews with service providers and users and identified some issues in provision and use of the services. Specifically, we found problems of service provision system characterized by dualization and decentralization, and further identified specific issues with provision of individual services. Moreover, the interviews with service users suggested user types, user perception of the service, and problems in the use of individual services. Based on the findings, we proposed improvement strategies in six aspects: collection, services, organization, system, promotion, and cooperation. We hope these strategies contribute to vitalizing the policy information services of National Library of Korea, Sejong.

The Impact of the User Characteristics of the VR Exhibition on Space Participation and Immersion

  • Wang, Minglu;Lee, Jong-Yoon;Liu, Shanshan
    • International Journal of Contents
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    • v.18 no.1
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    • pp.1-16
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    • 2022
  • With the advent of the 5G, networks and information and communication technologies have been continuously developed. In the fields of art galleries, virtual reality (VR) exhibitions that can be visited online have emerged, innovating the way of human-computer interaction and creating new artistic experiences for users. This study explores the three-dimensionality, clarity, and innovative interactions that users experience when viewing a VR exhibit, which affects the exhibit's presence. Besides, in terms of research method, the research sets spatial participation and immersion as dependent variables, with three-dimensionality (high versus low), clarity (high versus low), and innovation (high versus low) in a 2×2×2 design as the base, and explores their interaction effects. The results show that three-dimensionality and innovative interactions affect spatial participation. First of all, in groups with high innovation and low three-dimensionality, spatial participation presents a higher positive factor. Secondly, with regard to immersion, three-dimensionality, clarity and innovation present a tripartite interaction. Groups with low three-dimensionality and high clarity have a higher positive effect on immersion when the level of innovation is low. When the degree of innovation is high, the positive effect on immersion is higher in groups with high three-dimensionality and low clarity. The above results show that in the production of VR exhibitions, it is necessary to increase the three-dimensionality and clarity of exhibited image contents, while taking into account the user's perception and innovativeness. On the other hand, this study puts forward suggestions for the design, content and future development of VR exhibitions, which has important reference significance for the improvement and innovation of future VR exhibitions.

Analysis on Dynamic Trend of Online Gamers -based on the White Paper (게임 이용자의 추세 경향 분석 - 게임백서 자료를 중심으로 -)

  • Choi, Seong-Rak;Kwon, O-Young
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.67-80
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    • 2010
  • Investigating the trend of online gamers plays an important role in forecasting, marketing and making policy decision in gaming industry. In this regards, various studies on gamers' trend and characteristics have been conducted. However, these precedent studies show limitation that they're static analysis since they are usually based on the surveys at a certain point. Therefore, this paper aims to identify some implications on forthcoming directions of gaming industry by analyzing dynamic trend of gamers based on the 8 years(from 2002 to 2009) of data from White Paper on Korean Games. Major implications found in this paper are as follows. Negative perception of games increases as the number of gamers increases. Among juveniles, games became a substitute for TV and the amount of time they play games depends on the existence and type of popular games of that time. Also, most item trading is intensively done by a small number of gamers.

A Study on the Spatial Characteristics of 'space experience' in Early Childhood Education Facilities - Focusing on the Movement of the space - (유아교육시설에서 나타나는 '공간 체험'의 특성에 관한 연구 - 이동 공간을 중심으로 -)

  • Moon, Suk-Young;Kim, Jin-Mo
    • Journal of the Korean Institute of Educational Facilities
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    • v.19 no.5
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    • pp.3-10
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    • 2012
  • In recent times, education facilities for children have focused on the importance of the "living environment" of children. This is because children have a more sensitive response than adults in their lives. All of the field activities, body movement, and play they go through in their living environment exhibit a great educational effect while promoting their emotional, physical, and mental development; therefore, these are the main priority factors in planning an education facility for children. A space may be deemed to be created by the relationship between objects and the people who perceive them. Also, space cognition may be defined to be made of the perception of a space, integration with experience, and restructuring. Physical factors and visual factors, which are the basic factors composing a space, either play their roles as independent variables in a space or form a relationship through a combination between the factors; thereby, diverse types of space experiences may be created. Space experience may be realized through the "movements" of a user, and a user selectively experiences a space through his/her voluntary movements, while experiencing the space against their will through flexible movements. In particular, space experience through movements has an effect on children in terms of making them feel like having daily exploration, and it also has a positive effect on education. A movement space in which "movements" appear most strongly in an education facility for children connects various nearby spaces, and it also portrays a transfer role. Furthermore, in this space, a variety of space changes can be found; thereby, children are able to have diverse selective space experiences.

Factors Affecting the Mobile Instant Messenger Users' Continued Usage Behavior and the Moderating Role of Habits: Focused on WeChat (모바일 인스턴트 메신저 사용자의 지속사용행동에 대한 영향요인과 습관의 조절효과: WeChat을 중심으로)

  • Zhang, Heng;Koh, Joon;Kim, Kyun Soo
    • The Journal of Information Systems
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    • v.25 no.3
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    • pp.61-90
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    • 2016
  • Purpose Recently the usage of Mobile Instant Messenger(MIM) has been increased all over the world. With the development of Mobile Internet, a large amount of mobile application came into being, such as WeChat, the most popular MIM now in China. It has a huge number of registered users, but just only half of them are the "active users". This study intends to examine what factors affect MIM user's continuance intention and actual usage behavior. Design/Methodology/Approach Based on the framework of Perception/Emotion-Behavior and the extended ECM-ISC (Expectation Confirmation Model of IS Continuance), this research introduced some unique variables to a user satisfaction model focusing on perceived/emotional factors in WeChat. In this model, perceived/emotional factors have been divided into enabler factors and inhibitor factors to analyze the effect on continuance intention and actual usage behavior. Also, the moderate effect of the habits was discussed. An online questionnaire survey of 203 WeChat users was conducted and the empirical validation was employed to test the research model. Findings From the empirical results, perceived usefulness, expectation confirmation, and needs for affiliation significantly affected satisfaction. Also, satisfaction influenced continuance intention which led to actual usage behavior. We found that the habit moderates the relationship between satisfaction and continuance intention. The result of this study provides guidance to the developers and operators of WeChat on how to improve enhance users' satisfaction and loyalty.

A Study on the University Library Cooperation in Daejeon (대전지역의 대학도서관 상호이용 협력활동에 관한 연구)

  • Shin, Dong-Min
    • Journal of the Korean Society for Library and Information Science
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    • v.41 no.2
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    • pp.413-438
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    • 2007
  • The purpose of this study is to examine and analyze the user's using status and the perception of librarian gathered through a survey of university library cooperation, in order to address the problem and to suggest a solution for it. The questionnaires are consisted of population characteristics, a satisfaction of the library information material, awareness of the library cooperative activities, user's experiences and application degree of them, and the needs for the improvement of the activities. ANOVA, t-test and chi-square test were used for examination of hypothesis in the study. In conclusion, users satisfaction of information materials having in their library was lower than 50% and they were not aware of library cooperative activities. However, they agreed on the need of the service with the high percentage. Librarians were aware that the lack of information materials which pointed out by users, and recognized that they have not given them enough informations as well as guidance for the library cooperation.