• 제목/요약/키워드: Perception of user

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개발자와 사용자의 정보시스템에 대한 인지차이 연구 (Perception difference between developer and user on information system)

  • 여현진
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2014년도 추계 종합학술대회 논문집
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    • pp.347-348
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    • 2014
  • 정보시스템 성공 모형은 1992년 DeLone and McLean의 D&M 모형이 2003년 개선모형에 이르기 까지 이커머스, 교육시스템등과 같이 다양한 분야에 적용되어 사용되어왔으며, 메타분석이 이루어 질 정도로 그 적용 연구의 수 또한 많지만, 이는 최종사용자(End-user)기준으로 이루어졌으며 사용자가 어떠한 요인들을 정보시스템의 성공 선행요인으로 인지하는지에 대한 결론을 줄 수 있으나 개발자(Developer)가 이를 적용하기에는 자신들의 인지하는 품질과 양적인 비교가 불가능하기 때문에 어떤 부분을 얼마나 노력해야 하는지에 대한 연구가 필요하다. 그러므로 본 연구에서는 A은행의 정보시스템 개발자와 사용자를 대상으로 D&M 정보시스템 성공 모형을 적용하고, 다중집단 구조방정식모델을 사용하여 그 차이를 설명하고자 한다.

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가구 디자인에 있어서 감성적 기능의 개념에 대한 연구 -현대 아트퍼니처 작품분석을 중심으로- (A Study on the Concept of Emotional Function in Furniture Design -Focused on the Analysis of Contemporary Art Furniture-)

  • 최병훈;홍민정
    • 한국가구학회지
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    • 제20권4호
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    • pp.290-306
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    • 2009
  • This article aimed at broadening the view on 'the concept of function' in furniture design. In this context, we argued that the established concept of furniture function has confined itself to the rational perspective, so that the emotional action and influence of furniture hardly regarded as an important issue in furniture design, and this has been a hinderance to multidirectional discussions on the meaning of furniture in our life. Starting from the investigation on the basis that forms the different dimensions of our experience of furniture, we clarified that we should view the meaning of furniture within a wider sphere where the actions of furniture on our perceptional, behavioral, and emotional levels are inclusively considered. In this light, 'emotional function' of furniture was defined as a concept that explains a multidimensional action of furniture, which leads creative aesthetic experience which enrich the interplays between designer, furniture, and user. The feasibility of the concept has been examined by an analysis on the characteristics of contemporary Art Furniture, which is experimental approaches towards various aesthetic values of art and design. In order to realize emotional function of furniture, furniture should become an experiment for the new perception and emotion; invite more of the user's interplay and action in the meaning-making process; and arouse emotional echoes and reflections within user's mind.

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혼합지각의 규범적 접근에 의한 사회적 수용능력에 관한 연구 : - 내장산국립공원 단풍이용객 대상의 사례연구 - (A Study on Social Carrying Capacity by Normative Approach of Perceived Crowding)

  • 박청인
    • 한국조경학회지
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    • 제33권1호
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    • pp.10-18
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    • 2005
  • The main concept of social carrying capacity is based on the principle that 'there are limits to the number of users a given recreation site can accommodate in order to provide quality of recreation experience'. The quality of the experience is revealed as user's satisfaction and perceived crowding. In this respect, studies of social carrying capacity have been frequently conducted by measuring perceived crowding and satisfaction. The purpose of this study is to identify the variables affecting perceived crowding, and causality bet-ween satisfaction and perceived crowding. Four hundred seventy six visitors were selected at Naejangsan National park on peak day of autumn excursion through on-site survey. The collected data were applied by factor analysis for categorizing the research variables, and multiple regression for finding the causality among variables. The study results are follows. The expectation of crowding, as a normative variable for perceived crowding, are categorized by three factors; circulation, user facility, and landscape. The circulation factor is the most powerful affecting perceived crowding among three factor. The landscape factor, however, do not have statistical significance on perceived crowding. The causality between satisfaction and perceived crowding is found. Although this relation is significant in statistics, magnitude of the coefficient is very small. It might be interpreted that satisfaction cannot be predicted simply from a user's perception of crowding, but a multi-dimensional concept such as adaptation and coping behavior.

A Study on the Interface Design of Preschool Children Educational Course-ware Based on User Experience and TAM

  • Deng, Qianrong;Cho, Dong-min
    • 한국멀티미디어학회논문지
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    • 제25권3호
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    • pp.528-536
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    • 2022
  • The purpose of this study is to help preschool children in the interface design of educational game APP at the psychological level. The conceptual model is constructed through the Technology Acceptance Model (TAM) to explore the perceived usefulness and perceived ease of use when children are playing educational game APP. The empirical study was conducted in the form of questionnaires collected after children used game. The research subjects were 3-6 years old children, and the research tool was the game app. Data collection under the guidance of their parents. The research shows that children educational game experience elements can effectively increase preschool children's psychological perception of educational games. Perceived ease of use also increases trust in educational games for children. The results were as follows: 1. Cronbach's Alpha and KMO were 0.969 and 0.955, and the P value was significant, which passed the reliability and validity test. 2. Through confirmatory factor analysis (Model fit index, Composite reliability, discriminant validity), we found that user experience is closely related to perceived usefulness and perceived ease of use. 3. The path analysis of the relationship proves that perceived ease of use play a key role in trusting preschool children educational game APP.

디지털콘텐츠 특성의 이용자 지각과 이용의도에 관한 연구 (Study on Users' Perception of Digital Contents Traits and Intention)

  • 최동춘;김용범;윤지은
    • 대한안전경영과학회:학술대회논문집
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    • 대한안전경영과학회 2008년도 춘계학술대회
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    • pp.157-179
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    • 2008
  • This study demonstrates some major traits of digital contents as information, playfulness, individuality, perceived recognition as perceived usefulness and perceived ease of use, relationship quality as satisfaction and commitment, user behavior as use intention. To make an empirical analysis the study, it is hypothesized that traits of digital contents and perceived recognition, traits of digital contents and relationship quality, perceived recognition and relationship quality, relationship quality and user behavior. Proposed theoretical model was based on TAM and was tested by the structure equation model for validity, credibility, goodness of fit. The major finding of this study can be summarized as follows, traits of digital contents are positively affected by perceived recognition, satisfaction in relationship quality and use intention via perceived recognition. Theoretical implication of this study are as follows. First, users wanted to choice only needed information. Second, users recognized digital contents as a part of life. So, user's ability is very important in this environment. According to this, business related with or interested in digital contents must have developed digital contents in variety aspect. Users must have concerned using digital contents, also.

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대학도서관의 인적 서비스 품질에 관한 연구 (A Study on the Evaluation and Improvement of Staff Services Quality in Academic Library)

  • 강혜영
    • 한국도서관정보학회지
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    • 제41권4호
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    • pp.127-150
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    • 2010
  • 본 연구는 대학도서관 인적 서비스에 대한 대학생들의 인식정도, 신분별 상관성, 전반적인 도서관 만족도와의 영향관계를 검증하고, 품질 인식의 괴리 원인 분석과 개선안을 제시하고자 한다. 인식도의 분석결과, 이용자의 현행서비스에 대한 인식은 아주 낮고, 서비스 품질은 최소한의 수준에도 미치지 못하였다. 품질 요인에서 희망수준이 높은 것은 미소장자료의 신속한 입수와 공손함이었고, 희망수준과 괴리가 큰 요인은 충분한 주제전문서비스와 자발적인 도움이었다. 서비스 품질은 도서관 만족도에 영향을 주었으며, 주제전문서비스, 이용자 요구의 정확한 이해, 예의바르고 공손함이 영향을 많이 주었다. 인식 괴리 원인은 사서들의 무관심, 질문응답의 의욕부족, 커뮤니케이션의 부족, 이용자에 대한 배려 부족 등이었다.

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Designing a Vibrotactile Reading System for Mobile Phones

  • Chu, Shaowei;Zhu, Keying
    • Journal of Information Processing Systems
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    • 제14권5호
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    • pp.1102-1113
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    • 2018
  • Vibrotactile feedback is widely used in designing non-visual interactions on mobile phones, such as message notification, non-visual reading, and blind use. In this work, novel vibrotactile codes are presented to implement a non-visual text reading system for mobile phones. The 26 letters of the English alphabet are formed in an index table with four rows and seven columns, and each letter is mapped using the codes of vibrations. Two kinds of vibrotactile codes are designed with the actuator's on and off states and with specific lengths (short and long) assigned to each state. To improve the efficiency of tactile perception and user satisfaction, three user experiments are conducted. The first experiment explores the maximum number of continuous vibrations and minimum vibration time of the actuator's on and off states that the human can perceive. The second experiment determines the minimum interval between continuous vibrations. The vibrotactile reading system is designed and evaluated in the third experiment according to the results of the two preceding experiments. Results show that the character reading accuracy reaches 91.7% and the character reading speed is approximately 617.8 ms. Our method has better reading efficiency and is easier to learn than the traditional Braille coding method.

모바일 감성 센싱 단말기의 무선 충전을 위한 프로토콜 설계 및 구현 (Design of the Protocol for Wireless Charging of Mobile Emotional Sensing Device)

  • 김선희;임용석;임승옥
    • 대한임베디드공학회논문지
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    • 제7권2호
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    • pp.95-101
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    • 2012
  • In order to supply emotion service depending on user's emotional change in a mobile environment, various researches have been carried. This paper discusses a protocol for wireless charging and an embedded platform of the mobile emotional sensing device which supports that. Wireless charging process relieves user's vexatious task to charge the emotional sensing device. To support wireless charging, there are one basestation and several mobile devices. Basestation coordinates and controls the devices over wireless communication, as well as supplies energy. For 1:N communication we defines the network whose superframe is classified into four categories: a network join superframe, a charging request superframe, a charging superframe and an inactive superframe. Physical layer provides how to supply energy to the devices and communicate physically. Mobile device is equipped with energy charged circuits, which correspond with the defined energy supplying method, as well as bidirectional communication circuits. Mobile device monitors and analyzes its own battery status, and is able to send a request packet to basestation. Therefore, it can be charged before its battery is exhausted without user's perception.

장애인거주시설에 대한 관련 집단들의 인식유형 연구: Q 방법론의 적용 (The of Perception Types of Related Subjects on the Residential Care Hhome for Disabled People : Application of Q-methodology)

  • 김용득;강희설
    • 한국사회복지학
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    • 제60권1호
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    • pp.29-51
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    • 2008
  • 이 연구에서는 장애인거주시설 관련 집단들인 거주시설 운영자와 직원, 관계 공무원, 장애인단체 활동가 등을 대상으로 Q 방법론을 적용하여 거주시설에 대한 인식유형과 각 인식유형의 특성을 살펴보았다. 연구결과 시설 내 서비스의 다양화와 전문화를 강조하는 '시설 전문화 형'과 시설은 무엇보다 이용자 참여가 중심이어야 함을 강조하는 '이용자 참여 형', 시설은 일반가정과 유사한 기능을 해야 함을 강조하는 '일반가정 유사형', 시설은 그 존재 자체가 불필요하며 자립지원정책을 중심으로 해야 함을 강조하는 '시설 불필요 형'으로 유형화할 수 있었다. 이러한 결과는 그 동안 논의되어 왔던 장애인거주시설에 대한 다양한 입장들의 실체를 이론적으로 정리해 낸데 의의가 있으며, 거주시설 관련 정책결정 집행과정에서 서로 다른 요구를 조율하고 합의를 이끌어내는 데 유용하게 활용될 수 있을 것이다.

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증강현실 기반의 공간 상호작용을 위한 깊이 카메라 적용 (Introducing Depth Camera for Spatial Interaction in Augmented Reality)

  • 윤경담;우운택
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.62-67
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    • 2009
  • 기존의 증강현실 기반 상호작용 기법은 상호작용 주체의 원활한 추적을 위해 마커 기반의 패들이나 데이터 글러브 등의 부가적인 입력장치에 의존하거나 제한적인 3차원 입력만을 허용하는 경우가 많았다. 본 논문에서는 대상 개체 주변 공간의 물리적 점유를 감지하여 사용자의 입력을 해석하는 비접촉식 수동형 공간 상호작용 기법을 제안한다. 제안된 방법은 깊이 카메라로 구성한 증강현실 환경에 가상의 공간 센서를 배치하여 사용자의 입력을 공간적으로 해석한다. 그 결과, 부가적인 입력장치의 착용이 필요하지 않으며, 입력 형태에 대한 제약을 최소화하고, 증강된 영상 내의 상호작용 객체 간에 정확한 거리감을 제시한다. 향후 이러한 기법은 미니어쳐 AR 시스템과 같은 동적 콘텐츠 전시 플랫폼의 인터페이스에 적용될 것으로 기대된다.

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