• Title/Summary/Keyword: Perception of user

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SmartPuck System : Tangible Interface for Physical Manipulation of Digital Information (스마트 퍽 시스템 : 디지털 정보의 물리적인 조작을 제공하는 실감 인터페이스 기술)

  • Kim, Lae-Hyun;Cho, Hyun-Chul;Park, Se-Hyung
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.4
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    • pp.226-230
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    • 2007
  • In the conventional desktop PC environment, keyboard and mouse are used to process the user input and monitor displays the visual information as an output device. In order to manipulate the digital information, we move the virtual cursor to select the desired graphical icon on the monitor The cursor represents the relative motion of the physical mouse on the desk. This desktop metaphor does not provide intuitive interface through human sensation. In this paper, we introduce a novel tangible interface which allows the user to interact with computers using a physical tool called "Smartpuck". SmartPuck system bridges the gap between analog perception and response in human being and digital information on the computer. The system consists of table display based on a PDP, SmartPuck equipped with rotational part and button for the user's intuitive and tactile input, and a sensing system to track the position of SmartPuck. Finally, we will show examples working with the system.

User Perception of Olfactory Information and Classification of Videos for Reality Improvement (영상실감을 위한 후각정보에 대한 사용자 지각과 영상분류)

  • Lee, Guk-Hee;Li, Hyung-Chul O.;Ahn, Chung Hyun;Choi, Ji Hoon;Kim, ShinWoo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2013.06a
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    • pp.229-232
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    • 2013
  • 영상실감증대를 위한 시각, 청각정보의 제시방식에 대해서는 많은 진보가 이루어 졌다. 반면 후각은 정의하기 어렵고 다루기 까다롭기 때문에 관련연구를 찾아보기 어렵다. 본 연구에서는 후각정보를 통한 영상실감증대 연구의 첫걸음으로 후각정보에 대한 사용자 수용도를 조사한 후 이에 근거하여 다양한 영상을 분류하였다. 이를 위해 먼저 영상에 냄새가 존재하는지 (냄새존재여부), 영상과 함께 해당 냄새를 경험하고 싶은지 (냄새제시선호), 영상에 어울리는 냄새가 내가 좋아하는 냄새인지 (냄새자체선호), 그리고 영상에 어울리는 냄새가 얼마나 구체적인지 (냄새의 구체성)라는 네 가지 질문을 선정하였다. 각 질문들에 높은 혹은 낮은 점수를 받을 만한 다양한 장르의 영상 (51)개를 수집한 후, 참가자들에게 하나씩 영상을 시청하게 한 후 위의 네 가지 질문에 대해 7점 척도로 평정하게 하였다. 영상분류를 위해 두 질문씩 쌍으로 묶어 각 질문의 척도를 2차원 평면의 X, Y축으로 설정한 후 평정값을 이용하여 영상분류를 위한 산포도를 구성하였다. 2차원 평면의 서로 다른 사분면에 위치한 영상군집들은 영상실감증대를 위한 후각정보 제시에 중요한 시사점을 줄 것으로 기대한다.

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A User Experience Study for Active Senior based on Interface Assessment (Interface Assessment를 통한 액티브 시니어의 사용자 경험 분석)

  • Huang, Yi Fan;Kim, Hyung Woo
    • Smart Media Journal
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    • v.6 no.4
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    • pp.79-87
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    • 2017
  • Differ from elder generation, active senior possesses the active characteristics of young people. In this research, the active senior users' UX problem was analyzed by Sundar's 'Interface Assessment'. According to Interface Assessment, the user's subjective user experience in GUI interactive can be divided into five elements, which are 'Visible', 'Desired Outcome', 'Immediate Feedback', 'Intuitiveness', 'Perceived Ease of Use'. Based on these five elements, user's behavior and perception experience during interface using were analyzed to classify UX problems. Next, Correlation Analysis was conducted to find out the relationship between the elements of Interface Assessment and user's subjective experience using PSSUQ as comparing data, and SPSS 22 version as statistic software. The result of this research was presented below: First, active senior user's biggest UX problem can be classified with 'Desired Outcome' in App using. Second, the correlation between the two elements, 'Desired Outcome', 'Perceived Ease of Use', and the PSSUQ result was statistically significant, but the correlation between the other three elements, 'Visible', 'Immediate Feedback', 'Intuitiveness', and the PSSUQ result were not statistically significant. According to the result, active senior users do have different characteristics compared with elder generation. The UX problems classified with 'Desired Outcome' and 'Perceived ease of use' apparently affect user's subjective experience, while the problems classified with 'Visible', 'Immediate feedback', 'Intuitiveness' show no evidence in affecting user's subjective experience. This phenomenon could be explained by the cumulative effects of PC or smartphone use. Through the analysis of multiple UX elements in this paper, better App interface could be developed according to active senior's needs.

A Study on the Tangible Interface Design System -With Emphasis on the Prototyping & Design Methods of Tangibles - (실체적 인터페이스 디자인 시스템에 관한 연구 - 텐저블즈의 설계 및 프로토타입 구현을 중심으로 -)

  • 최민영;임창영
    • Archives of design research
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    • v.17 no.2
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    • pp.5-14
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    • 2004
  • Introducing human capacities of control and sensation which have been overlooked into Human-Computer Interaction(HCI), Ubiquitous computing, Augmented Reality and others have been researched recently. New vision of HCI has embodied in Tangible User Interface(TUI). TUI allows users to grasp and manipulate bits with everyday physical object and architectural surface and also TUI enables user to be aware of background object at the periphery of human perception using ambient display media such of light, sound, airflow and water movement. Tangibles, physical object which constitutes TUI system, is the physical object embodied digital bit. Tangibles is not only input device but also the configuration of computing. To get feedback of computing result, user controls the system with Tangibles as action and the system represents reaction in response to User's action. User appreciates digital representation (sound, graphic information) and physical representation (form, size, location, direction etc.) for reaction. TUI's characters require the consideration about both user's action and system's reaction. Therefore we have to need the method to be concerned about physical object and interaction which can be combined with action, reaction and feedback.

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IS Success Research focused on Difference between Developer and User (개발자와 사용자 차이를 중심으로 한 정보시스템 성공요인 연구)

  • Yeo, Hyun-Jin;Jung, Jong-Duk;Kim, Nam-Hee;Suh, Yung-Ho
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.904-910
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    • 2014
  • The D&M(DeLone and McLean) IS(Information System) Success model has been widely studied in various criteria such as e-commerce and education, and many empirical research has been performed enough to execute meta-analysis from original model developed in 1992 to updated model in 2003. However, almost all researches have been validated end-user point of view those could lead IS success factors perceived by users but not applicable to developers because developers could not recognize from those result that how much gap exist between one's perception and users. Therefore, in this research, we apply D&M IS success model to A bank developers and users and compare perceptions by multi-group structural equation model.

The Influence of Pedestrian Environment Perception on Pedestrian Environment Satisfaction and Expected Health Promotion Effects - Focused on Park User for Health Promotion - (보행환경 인식이 보행환경 만족도 및 건강증진 기대효과에 미치는 영향 - 건강 목적의 공원 이용자를 대상으로 -)

  • Lee, Gyeong-Mi;Lee, Woo-Sung;Jung, Sung-Gwan;Jang, Cheol-Kyu
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.6
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    • pp.137-147
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    • 2016
  • The purpose of this study was to analyze the perception factors of a pedestrian environment that affect pedestrian environment satisfaction(PES) and determine the relationship between PES and the expected effects of health promotion. The targeted areas of study are neighborhood parks in Suseong-gu, Daegu city. First, regarding the results for the evaluation of pedestrian environment perception, 'Gentle slope' was rated the highest, while factors regarding pedestrian safety such as 'Lots of unpleasant elements', 'Risk from biking and motorcycling' and 'Many obstacles on sidewalks' were rated low. A stepwise regression analysis showed that factors such as 'Fresh air', 'Beautiful scenery', 'Continuity of the sidewalks', 'Various attractions', 'The shade of trees' and 'Lots of unpleasant elements' influenced the PES. Therefore, creating fresh air and shade trees by planting trees and removing unpleasant elements from pedestrian areas are important. Also, it is necessary to cultivate beautiful scenery and attractions through street improvement and improve the continuity of the sidewalks. Finally, in terms of path analysis, PES influenced the frequency of park use, the expected effects of physical and mental health promotion both directly and indirectly.

The Effect of the Possibility of Job-related Risk, Emotional Labor, and Emotional Leadership on Turnover Intention of Caregivers in Long-term Care Facilities (장기요양기관 내 위험발생가능성, 감정노동, 감성리더십이 요양보호사의 이직의도에 미치는 영향)

  • Lee, Hyun Jung;Um, Myung Yong
    • Korean Journal of Social Welfare
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    • v.69 no.2
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    • pp.191-218
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    • 2017
  • The purpose of this study was to examine the effect of the possibility of job-related risk, emotional labor, and emotional leadership on the job turnover intention of caregivers working at the long-term care facilities in Korea. For the study, survey data of 434 caregivers at senior nursing homes were collected and analyzed using hierarchical multiple regression method. The results showed that high level of caregivers'perception of both the possibility of management risk and employee risk led to increased turnover intention. On the other hand, perception of the possibility of social-disaster risk did not give significant impact on turnover intention. Although the perception of the possibility of service user risk gave statistically significant effect on the turnover intention, the direction was the opposite to the one set at the research hypothesis. Frequent camouflage behavior("surface acting") of caregivers, which is the kind of emotional labor led to increased turnover intention. However, caregivers'behavior consistent with their inner warm heart("deep acting") did not lead to a statistically significant result. Lastly, the more caregivers perceive their superiors'emotionally supportive leadership, the lower possibility of turnover intention. Based on the above result, the researchers suggested several intervention methods in order to prevent turnover of caregivers and improve service quality of long-term care institutions.

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A Study on Measuring the Publicness of Public Libraries: Based on the Perception of Local Residents (공공도서관 공공성 측정 연구 - 지역 주민의 인식을 기반으로 -)

  • Hyeyoung Kim;Giyeong Kim
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.2
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    • pp.241-269
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    • 2023
  • This study developed a scale for measuring publicness and examined the differences in perception of publicness according to library usage experience, personal characteristics of local residents, and types of library services. The survey was conducted on 15 local public libraries in 5 districts of Seoul, targeting library users and local residents. As a result, it was found that the publicness of libraries is composed of three factors: participatory responsiveness, procedural fairness, and situational equality, which demonstrate different aspects formed through the interaction between library users and local residents in the local community. The study derived ways to enhance publicness and presented in detail which aspect of publicness needs to be enhanced according to library usage experience and service period, local residents' occupational environment and experience of local activities, and types of library services. The study suggests that when service experiences that enhance publicness are effectively provided, more local residents can benefit from them, and the value of the library's existence can be demonstrated.

The Effects of Use Patterns and Service Quality on Performance and Use Satisfaction on Library Information System (도서관의 이용패턴과 서비스품질이 정보화성과지각 및 만족에 미치는 영향)

  • Jung, Hyung-Shik;Yeoum, Seoung-Yeoub
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.217-244
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    • 2008
  • Consumers' overall satisfaction on a specific library use is inferred to be primarily accrued from their performance perception and use satisfaction on the library information service system as recent information technology is being rapidly improved and more libraries are being equipped with advanced information technologies. However, prior research has been conducted only on general library service quality and visitors' satisfaction, leaving the important aspects of visitors' library use and information performance perception. Thus, the objectives of this research are to examine the effect of library use patterns such as general visit for book reading and more professional information search, coupled with service quality, on the library users' performance perception on the information system that in turn, affects library use satisfaction on the same information system. More specifically, this study examines whether library visitors perceive differenltly the information system performance according to their library use patterns such that professional library users may have less positive on information system service due to their higher expectation or more positive perception on it due to variety of information uses and positive judgment on advanced information system. Next, three dimensions of service quality, consisting of interaction, outcome, and physical evidence quality in visitors' library use situations, are hypothesized to affect performance perception on library information system. Thirdly, the performance perception on library information system is hypothesized to influence the system use satisfaction while these two constructs are to affect visitors' overall satisfaction. we develop the following research model in accordance with the above theoretical reasoning. All variables used in this study(General Use Patterns, Professional Use Patterns, Interaction Quality, Outcome Quality, Physical Evidence Quality, Information Performance Perception, Information Use Satisfaction, Overall Satisfaction) were defined operationally based on the underlying prior studies. A survey was conducted with prepared questionnaires to about 400 visitors of a specific university library. Among them, 353 proper questionnaires were finally used for the analyses. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was conducted to guarantee the validity and reliability of variables. The results showed that all variables had not only convergent and discriminant validity, but also reliability. Then, research model was examined with a structural equation using LISREL 8.30 version. The fitness of the research model was found to be within the acceptable level. The findings of this study are as follows. The professional library use pattern was found to affect the users' performance perception on the library information system while the general library use pattern was not. Second, three dimensions of service quality (interaction, outcome, physical evidence) were found to influence the information system performance respectively while none of them was not to information use satisfaction. Third, library users' performance perception on the information system operation was found to affect the information system use satisfaction, both of which also influence users' overall satisfaction of the library. The findings of this study suggest that contemporary libraries strengthen their advanced information system operation in a way of user orientation and more importantly maximize their visitors' utilization of information system, accompanying proper material and various program development. This study conceptualized the new constructs of library users' performance perception on the information system and information use satisfaction which could better explain library users' overall satisfaction. Thus, furture study related with library service could utilize the constructs of information system performance and satisfaction as well as the variety of library use patterns in the users' viewpoints.

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A Study on the Users' Perception of Autonomous Vehicles using Q Methodology (Q 방법론을 활용한 자율주행 자동차에 대한 사용자 인식에 관한 연구)

  • Lee, Young-Jik;Ahn, Hyunchul
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.153-170
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    • 2020
  • With the recent development of AI and ICT, autonomous vehicles are becoming a reality, and sales of the vehicles equipped with partial autonomous driving technology are also rapidly expanding. In this situation, technology research on autonomous vehicles has been actively conducted, but research on exploring the perception of autonomous vehicles from the user's perspective is relatively insufficient. Therefore, this study categorizes autonomous vehicle users into four types - , , , and . Then, it examines the characteristics of each type. For this purpose, we applied Q-methodology, a qualitative research method, to observe self-referent subjectivity of 32 P-samples using a Q-sample which consists of 34 statements. The results of our study have significance in that they provide domestic and global automakers with strategic directions for technological development and market expansion of autonomous vehicles, and academically provide hypotheses for subsequent quantitative research.