• Title/Summary/Keyword: Perception of user

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

  • Yeo, Hyun-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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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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A Study on the Concept of Emotional Function in Furniture Design -Focused on the Analysis of Contemporary Art Furniture- (가구 디자인에 있어서 감성적 기능의 개념에 대한 연구 -현대 아트퍼니처 작품분석을 중심으로-)

  • Choi, Byung-Hoon;Hong, Min-Jung
    • Journal of the Korea Furniture Society
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    • v.20 no.4
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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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A Study on Social Carrying Capacity by Normative Approach of Perceived Crowding (혼합지각의 규범적 접근에 의한 사회적 수용능력에 관한 연구 : - 내장산국립공원 단풍이용객 대상의 사례연구 -)

  • Park Chung-In
    • Journal of the Korean Institute of Landscape Architecture
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    • v.33 no.1 s.108
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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
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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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.

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

  • Choi, Dong-Chun;Kim, Yong-Bum;Yoon, Ji-Eun
    • Proceedings of the Safety Management and Science Conference
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    • 2008.04a
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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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A Study on the Evaluation and Improvement of Staff Services Quality in Academic Library (대학도서관의 인적 서비스 품질에 관한 연구)

  • Kang, Hye-Young
    • Journal of Korean Library and Information Science Society
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    • v.41 no.4
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    • pp.127-150
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    • 2010
  • This study aims to analyze the gap between university students' cognitions and expectations on users' cognitions about dimensions of library staff service quality and the reason of gap. The results showed that the overal service didn't reach the users' minimum expectation. Among the every item of service quality, the greatest expectation service was the quick delivery of non home library materials and staff's politeness. The most great was in-depth subject services and friendly encounter. The staff service quality gave the library satisfaction; in-depth subject services, exact understanding of user needs and politeness. The great gaps were caused to the lack of willingness to answer question, the lack of communication, and the lack of user care etc.

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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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    • v.14 no.5
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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.

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

  • Kim, Yong-Deug;Kang, Hee-Seol
    • Korean Journal of Social Welfare
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    • v.60 no.1
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    • pp.29-51
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    • 2008
  • The purpose of this study is to find out perception types of related groups - service providers, welfare public servants and advocates of disabled people - on the residential care home for disabled people. For this purpose, this study adopted Q-methodology which is developed mainly to study on the subjective conceptualization of related people on research theme. This study found out four major types of perception on residential care home for disabled people, which are the types of focusing specialization and professionalization of care home, valuing on user participation on daily decision making, requesting similar style of care home with normal family home. insisting on abolishment of all kinds of residential care home. This research finding can be used to make clear understanding on diverse voices of related groups about residential care home for disabled people. This kind of understanding would contribute to mutual understanding and clear communication to arrive positive consensus related to the matters of residential care services for the disabled people.

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

  • Kim, Sun-Hee;Lim, Yong-Seok;Lim, Seung-Ok
    • IEMEK Journal of Embedded Systems and Applications
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    • v.7 no.2
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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.

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

  • Yun, Kyung-Dahm;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.62-67
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    • 2009
  • Many interaction methods for augmented reality has attempted to reduce difficulties in tracking of interaction subjects by either allowing a limited set of three dimensional input or relying on auxiliary devices such as data gloves and paddles with fiducial markers. We propose Spatial Interaction (SPINT), a noncontact passive method that observes an occupancy state of the spaces around target virtual objects for interpreting user input. A depth-sensing camera is introduced for constructing the virtual space sensors, and then manipulating the augmented space for interaction. The proposed method does not require any wearable device for tracking user input, and allow versatile interaction types. The depth perception anomaly caused by an incorrect occlusion between real and virtual objects is also minimized for more precise interaction. The exhibits of dynamic contents such as Miniature AR System (MINARS) could benefit from this fluid 3D user interface.

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