• Title/Summary/Keyword: Persona

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A Case Study of Afterlife Myths in Korean and Japanese Cultural Contents Industry : Focusing on the Game of Baridegi and Persona4 (한국 · 일본 저승신화의 문화콘텐츠 활용 사례 연구 : <바리공주의 전설>과 <페르소나4>게임을 중심으로)

  • Choi, Su-Yeong;Lee, Nam-Hee
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.45-56
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    • 2016
  • "The Legend of Princess Bari" mostly accepted the story and character of the Myth of Baridegi. Each player has their own storyline from the beginning. "The Legend of Princess Bari 2" was released less than a year after the release of "The Legend of Princess Bari 1," but it fell short of creating additional contents from its original version. However, "The Persona4" applied and transformed the Myth of Inajagi & Ijanami according to our present time. The protagonist's each have their own designated "Persona" skills and Ijanami is their ultimate enemy. Interestingly, each player starts with the same storyline but all have different endings. Based on the existing story elements of Persona series, various genres of games were produced through remakes and spinoffs.

A Study on Personas Models for Car Navigation Developing (자동차 내비게이션 개발을 위한 페르소나 모델 연구)

  • Oh, See-Hyung;Kim, Jung-Hee;Choi, Hak-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.8
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    • pp.163-171
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    • 2010
  • This research has studied developing the persona model based on alan cooper's user oriented design which is newly in the limelight in the field of product design process. As developing the persona model, In-depth interview and FGI(focus group interview) has been conducted for extracting car navigation user group's motivation and using attribute. Based on research, three different car navigation user group were divided-low using & understanding the function group, medium using & well understanding the function group, heavy using & well understanding the function group. This research yielded the foundation for setting the persona model and this persona gives the key factor for producing the user oriented user Interface design after all.

A study on the impact of persona-style consumer analysis on corporate R&D (페르소나 방식 소비자분석이 기업의 R&D에 미치는 영향)

  • Wookwhan Jung;Jinho Ahn
    • Journal of Service Research and Studies
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    • v.12 no.3
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    • pp.60-69
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    • 2022
  • In this study, to verify the effectiveness of the persona-type consumer analysis data service, a study was conducted focusing on the consumer analysis service use case of www.ethno-mining.com. The case was targeted at the 'Small Business Design Difficulty Resolving Support Project' of the Gangwon Institute of Design Promotion. The progress of this study was to develop a questionnaire to measure the user satisfaction and effectiveness of the service, study the consumer analysis data of the persona method of the www.ethno-mining.com system, study related theories, compare similar services, and conduct questionnaires; The results were analyzed and tested. In the result of testing the participants in the 'Small Business Design Difficulty Resolving Support Project' of the Gangwon Design Promotion Institute, the persona-style consumer analysis data got a positive response in terms of user satisfaction, and a regression that measures the effectiveness of the service on the company's R&D In the analysis, it was found that there are practical effects for companies by reducing time, reducing costs, smooth communication between developers, securing expertise in consumer analysis, and improving the overall quality of R&D during R&D.

A Study of Dysfunctional Customer's Personality Information for Proposing 'Evil Persona' ('사악한 퍼소나' 제안을 위한 역기능적 소비자 성격 정보 연구)

  • Choi, Yeong Chae;Yeoun, Myeong Heum
    • Design Convergence Study
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    • v.16 no.6
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    • pp.43-58
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    • 2017
  • Recently, service failure from dysfunctional customer behavior has been observed in various service industries. Customers so-called 'Jaycustomer' can make bad influence to other customer's service experience which can be the obstacle of ideal service delivery. Therefore, approaching dysfunctional customer in service design perspective have became necessary, and modelling such customers through persona could be useful. For this purpose, we suggested the concept 'Evil Persona', and to find statements of personality trait which can make designers predict dysfunctional customer behavior, literature review and Q method analysis were performed. In result, dysfunctional customer behaviors were differed from service characteristics and were able to predict by combinations of statements. Based on this, more detailed customer information could be offered by presenting differentiated dysfunctional behavior information according to service characteristics. Since service design expanded its area, 'Evil Persona' can be valuable as criteria of verifying and compensating idea's vulnerability and limitation.

Study on Guideline of Application User Experience based on Persona and Scenario (퍼소나와 시나리오를 기반으로 한 어플리케이션 UX 설계 가이드라인에 관한 연구)

  • Gwon, Min;Park, Seok-Cheon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.871-874
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    • 2013
  • 사용자 경험은 사용자가 제품을 사용 하면서 상호 작용을 통해 얻게 된 경험을 의미 하며 과정지향적인 인터랙티브 제품 일수록 보다 나은 경험을 위해 경험요소를 계획 하고 구성 하는 사용자 경험 디자인의 비중이 높다. 이는 어플리케이션의 기술적 완성도 및 상업적 성공 여부에도 영향을 미친다. 본 논문은, 인터랙션 디자인 분야의 사용자 모델 퍼소나(persona)와 이를 도입한 퍼소나 기반 시나리오 기법(Persona-Based Scenario)을 통하여 도출해낸 요구 사항을 토대로 기존의 사용자 경험 설계 연구 보다 사용자 중심적으로 향상된 인터랙션 프레임워크를 제공 하는데 목적을 두고 있다.

The Effect of Image Realism and Learner's Expertise on Persona Effect of Pedagogical Agent (이미지의 사실성과 학습자의 전문성이 학습용 에이전트의 의인화 효과에 미치는 영향)

  • Ryu, Jee-Heon
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.47-56
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    • 2012
  • The purpose of this study is to test the effect of pedagogical agent realism and expertise on persona effect. There were two perspectives of the pedagogical agents' social interaction. Self-identification hypothesis argues that complexity of agent image is better to increase social interaction. Subjective identification insists that simplified image is more helpful to facilitate social interaction. However, from the cognitive load theory perspective, learners' expertise can be a major factor to determine persona effect. Sixty-eight college students (male=19 and female=49) participated. The independent variables were the degree of realism of pedagogical agent (detailed vs. simplified image) and the expertise (high prior knowledge group vs. low prior knowledge group). The dependant variables were comprehension test and the agent persona instrument (API). There was no significant difference in comprehension test score; however, there were significant interaction effect on the most constructs of API: 1) facilitating of learning, 2) credible, and 3) human-like. The follow-up analysis of simple main effect revealed that high expertise group showed significantly higher perception of the three construct with high realism of pedagogical agent. The results of study show that learners' expertise plays a key role of perception of persona effect.

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Web-based V-Commerce Development Using Persona Model - For Vietnamese Consumer (페르소나 모델을 활용한 웹 기반의 V-Commerce 개발 -베트남 소비자들을 대상으로-)

  • Chung, Hae-Kyung;Lee, Seung-Min
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1169-1176
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    • 2018
  • This study aims to create a video-commerce website that uses video for Vietnamese consumers. First of all, we completed the persona by conducting understanding questionnaires, in - depth interviews, and analysis of prior research to understand the content interest and understanding of Vietnamese consumers, purpose of website use. Persona results: First, make it easy for Vietnamese and Korean people to interact with each other by creating a contact menu. Secondly, it would be provided various information about K-pop, Korean fashion, Korean makeup(cosmetics), Korean food, Korean travel, Korean, etc., which Vietnamese people are interested in. Third, it makes it easy to purchase the products that are shown in the video that they watch.

The Impact of Gesture and Facial Expression on Learning Comprehension and Persona Effect of Pedagogical Agent (학습용 에이전트의 제스처와 얼굴표정이 학습이해도 및 의인화 효과에 미치는 영향)

  • Ryu, Jeeheon;Yu, Jeehee
    • Science of Emotion and Sensibility
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    • v.16 no.3
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    • pp.281-292
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    • 2013
  • The purpose of this study was to identify the effect of gesture and facial expression on persona effects. Fifty-six college students were recruited for this study, and non-verbal communication skills were applied to a pedagogical agent with gesture (conversational vs. deictic) and facial expression. The conversational gesture may have relationship with social interaction hypothesis of pedagogical agent while the deictic gesture may have relationship with attentional guidance hypothesis. The facial expression can be assumed to facilitate the social interaction between the pedagogical agent and learners. Interestingly, the conversational gesture group showed a tendency of outperforming the deictic gesture group. It may imply that the social interaction theory has a strong impact on cognitive support as well as social interaction for learners. There was a significant interaction effect on the engagement when both of facial expression and conversational gesture were applied. This result has two implications. First, facial expression can facilitate the persona effect for engagement.

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The Effects of Pedagogical Agents Realism on Persona Effect and Cognitive Load Factors in Cross-use of Printed Resources and Mobile Device (인쇄자료를 활용한 모바일 학습에서 에이전트의 사실성 수준이 의인화 효과 및 인지부하요인에 미치는 영향)

  • Ryu, Jee-Heon;Yu, Jee-Hee
    • The Journal of Korean Association of Computer Education
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    • v.15 no.1
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    • pp.55-64
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    • 2012
  • The purpose of this study is to identify how realism of pedagogical agent can have impacts on persona effect and cognitive load factors. Eighty-two college students participated, and the independent variables of this study were the degree of image details and presence of gesture. The degree of image details were picture, illustration, and line-drawing. The $3{\times}2$ factorial design was applied. There was a significant interaction effect on the engaging of agent persona instrument. When the learners were under the condition of line-drawing agent without gesture, they showed the highest score on engaging of the agent persona instrument. Regarding the cognitive load factors, when learners under the condition of line-drawing showed the highest score of self-evaluation.

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