• Title/Summary/Keyword: Service identity

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User Experience (UX) Analysis of Advertising Platform Mobile Applications for Culture and Arts Content: Critical case study based on the UX Honeycomb model (문화예술 광고 플랫폼 앱의 사용자 경험(UX) 연구: 허니콤 모델을 통한 비판적 사례분석)

  • An, Hye-Jin;Lee, Seung-Ha
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.1-18
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    • 2022
  • This study critically analyzed the user experience (UX) of mobile applications, focusing on the advertising platforms of mobile applications for culture and arts content. This study aims to examine the direction for growth of the related mobile applications and propose alternative approaches to improve usability. In this study, a mobile app named 'Moviepre' was selected, and a heuristic evaluation was performed for in-depth exploration. For the selected case, the UX Honeycomb model was reconstructed to analyze useful, usable, desirable, findable, accessible, and credible elements of the case. First, since the users' preference for the price factor did not show a significant correlation with the usefulness of the content and the interface, it is necessary to make sure that the mobile application has unique values to gain a competitive advantage in the market. Second, by adopting customer path stages for analysis, the result indicated that users continuously interact with the service from the first moment they are aware of the mobile application. Third, if the user feels uncomfortable, it is likely that these factors hinder the establishment of a long-term relationship between the users and the mobile application. Finally, brand identity should be clearly established, and brand image strategy needs to be developed to satisfy users' expectations that high-quality culture and arts content will be available through the mobile application.

Introducing SEABOT: Methodological Quests in Southeast Asian Studies

  • Keck, Stephen
    • SUVANNABHUMI
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    • v.10 no.2
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    • pp.181-213
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    • 2018
  • How to study Southeast Asia (SEA)? The need to explore and identify methodologies for studying SEA are inherent in its multifaceted subject matter. At a minimum, the region's rich cultural diversity inhibits both the articulation of decisive defining characteristics and the training of scholars who can write with confidence beyond their specialisms. Consequently, the challenges of understanding the region remain and a consensus regarding the most effective approaches to studying its history, identity and future seem quite unlikely. Furthermore, "Area Studies" more generally, has proved to be a less attractive frame of reference for burgeoning scholarly trends. This paper will propose a new tool to help address these challenges. Even though the science of artificial intelligence (AI) is in its infancy, it has already yielded new approaches to many commercial, scientific and humanistic questions. At this point, AI has been used to produce news, generate better smart phones, deliver more entertainment choices, analyze earthquakes and write fiction. The time has come to explore the possibility that AI can be put at the service of the study of SEA. The paper intends to lay out what would be required to develop SEABOT. This instrument might exist as a robot on the web which might be called upon to make the study of SEA both broader and more comprehensive. The discussion will explore the financial resources, ownership and timeline needed to make SEABOT go from an idea to a reality. SEABOT would draw upon artificial neural networks (ANNs) to mine the region's "Big Data", while synthesizing the information to form new and useful perspectives on SEA. Overcoming significant language issues, applying multidisciplinary methods and drawing upon new yields of information should produce new questions and ways to conceptualize SEA. SEABOT could lead to findings which might not otherwise be achieved. SEABOT's work might well produce outcomes which could open up solutions to immediate regional problems, provide ASEAN planners with new resources and make it possible to eventually define and capitalize on SEA's "soft power". That is, new findings should provide the basis for ASEAN diplomats and policy-makers to develop new modalities of cultural diplomacy and improved governance. Last, SEABOT might also open up avenues to tell the SEA story in new distinctive ways. SEABOT is seen as a heuristic device to explore the results which this instrument might yield. More important the discussion will also raise the possibility that an AI-driven perspective on SEA may prove to be even more problematic than it is beneficial.

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The Study of the Correlation between Media Art Creative City and Local festival - with Lyon, Sapporo, Linz as the central figure - (미디어아트 창의도시와 지역축제의 연관성 연구 - 리옹, 삿포로, 린츠를 중심으로 -)

  • Jeong, Hye Young;Kim, Kyoung Soo
    • Korea Science and Art Forum
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    • v.24
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    • pp.399-409
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    • 2016
  • This study's purpose is to research the correlation between property and the major festivals with media art of exemplary 3 cities among 8 Unesco Media Art Creative Cities. As a result, it is drawn a conclusion that the below strategies are necessary to achieve success for Unesco Media Art Creative City. First, from the Creative City's point of view, on the basis of the maximization of various merits such as history, natural surroundings, and human resources of the city, it is necessary to reconcile a vision of the city and an identity of Media Art Creative City, and to seek for continuous growth of the city by consistency and durability of control tower within the local government. Second, from the local festival's point of view, it is necessary to provide a differentiated service in the existing media art festivals, to attract the fusion of media art and festivals, and the diversification and the popularization of media art programs. And, it needs to lead to involvement of young people with the fusion of on-line and off-line festivals, the fusion of analogue and digital festivals. In the conclusion, for the successful constructing of Media Art Creative City, it is necessary to maximize the merits of the city's own, to enhance the image for Media Art Creative City with the correlation between the merits and media art, and to differentiate the city's own various festivals, ant the same time, to converge them with media art technology. With these strategies, the local festival can make a new leap for global festival when it constitutes a whole with Media Art Creative City.

Analysis of the Current Status and Proposals for Policy Tasks of Public Libraries in Daegu City (대구시 공공도서관 현황 분석 및 정책과제 제안)

  • Hee-Yoon Yoon;Seon-Kyung Oh
    • Journal of Korean Library and Information Science Society
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    • v.54 no.2
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    • pp.43-65
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    • 2023
  • The purpose of all public libraries is to provide knowledge and information services for the intellectual and reading activities of local residents, program services that provide opportunities for cultural enjoyment and lifelong learning, and third-party spaces and facilities that contribute to the development of the community. To this end, social needs must be reflected in a timely manner with the establishment of a sound infrastructure as a prerequisite. This study analyzed the current status centered on key indicators of the public libraries in Daegu City and presented policy issues that need to be improved through a survey. The key indicators in Daegu City, compared to the national average, were not only significantly weak for the 3rd largest city but also showed considerable variation among local governments. While Daegu citizens valued public libraries in their daily lives, the dissatisfaction rate was high in the order of transportation inconvenience, lack of necessary materials and desired programs, and various regulations. Therefore, Daegu City should focus on increasing the acquisition budget, strengthening the development of new book collections, expanding the number of librarians, expanding the construction of public libraries to address service disparities among local governments, improving accessibility, and addressing factors that hinder usage. In addition, with the establishment and operation of the Daegu Library in 2024, efforts should be made to establish an operational system for public libraries, expand the scope through collaborative partnerships with other knowledge and cultural institutions, and enhance knowledge and cultural services for the Daegu citizen.

An investigation of the User Research Techniques in the User-Centered Design Framework - Focused on the on-line community services development for 13-18 Young Adults (사용자 중심 디자인 프레임워크에서 사용자 조사기법의 역할에 관한 연구 - 13-18 청소년용 온라인 커뮤니티 컨텐트 개발 프로젝트를 중심으로)

  • 이종호
    • Archives of design research
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    • v.17 no.2
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    • pp.77-86
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    • 2004
  • User-Centered Design Approach plays important role in dealing with usability issues for developing modern technology products. Yet it is still questionable whether the User-Centered approach is enough for the development of successful consumer contents since the User-Centered Design is originated from the software engineering field where meeting customers' functional requirement is the most critical aspect in developing a software. However, modern consumer market is already saturated and in order to meet ever increasing consumer requirements, the User-Centered Design approach needs to be expanded. As a way of incorporating the User-Centered Approach into the consumer product development, Jordan suggested the 'Pleasure-based Approach' in industrial design field, which usually generates multi-dimensional user requirements: 1)physical, 2)cognitive, 3)identity and 4) social. It is the current tendency that many portal and community service providers focus on fulfilling both functional and emotional needs for users when developing new items, contents and services. Previously fulfilling consumers' emotional needs solely depend on visual designer's graphical sense and capability. However, taking the customer-centered approach on withdrawing consumers' unknown needs is getting critical in the competitive market environment. This paper reviews different types of user research techniques and categorized into 6 ways based on Kano(1992)'s product quality model. Based on his theory, only performance factors, such as suability, can be identified through the user-centered design approach. The user-centered design approach has to be expanded to include factors include personality, sociability, pleasure, and so on. In order to identify performance as well as excellent factors through user research, a user-research framework was established and tested through the case study, which is ' the development of new online service for teens '. The results of the user research were summarized at the end of the paper and the pros and cons of each research techniques were analyzed.

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Occurrence and eradication of Plum pox virus on Ornamentals in Korea, 2016-2017 (2016-2017년 국내 핵과류에서의 자두곰보병 발생 및 방제)

  • Kim, Mikyeong;Kim, Gi-Su;Kwak, Hae-Ryun;Kim, Jeong-Eun;Seo, Jang-Kyun;Hong, Seong-Jun;Lee, Gyeong-Jae;Kim, Ju-Hui;Choi, Min-Kyeong;Kim, Byeong-Ryeon;Kim, Ji-Gwang;Han, In-Yeong;Lee, Hyeon-Ju;Won, Heon-Seop;Kang, Hyo-Jung;Han, Jong-Woo;Ko, Suk-Ju;Kim, Hyo-Jeong;Kim, Seung-Han;Lee, Jung-Hywan;Choi, Hong-Soo
    • Research in Plant Disease
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    • v.25 no.1
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    • pp.8-15
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    • 2019
  • Plum pox virus (PPV) is a significant viral disease in Prunus spp. worldwide. A nationwide survey was started in Prunus spp. orchards, since PPV was first detected from peach in Korea, 2015. During 2016-2017, samples were collected from 30,333 trees in 1,985 orchards of stone fruits in 8 provinces and 4 cities, Korea and tested by RT-PCR using specific PPV primer set. As a result, 21 trees including peach (9 trees), Japanese apricot (4 trees), plum (1 tree), apricot (7 trees) in 10 orchards were infected and controlled by eradication program. Amplicons of the expected size (547 bp) were obtained from total RNA of seven peach trees in 2016, and directly sequenced. BLAST analysis revealed the highest nucleotide (NT) identity (99%) with a PPV D isolates (LC331298, LT600782) in Genbank. The seven isolates from shared nt sequence identities of 98 to 100% with one another. Phylogenetic analysis showed the isolates in peach clustered closely with the PPV-D isolates from Korea, Japan, USA, and Canada. This is, to our knowledge, the first report of the presence of PPV in Prunus spp. orchards in Korea, 2016-2017, we hope that our results and efforts will contribute to effective measures for eradication of PPV.

The Effect of the Dental Patients' Perception about Dental Hygienist on the Social Demand of Dental Hygienist (치과 내원환자들의 치과위생사에 대한 인식도가 치과위생사의 사회적 요구도에 미치는 영향)

  • Choi, Jung-Mi;Lee, Eun-Ju
    • Journal of dental hygiene science
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    • v.12 no.4
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    • pp.392-403
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    • 2012
  • This study aims at providing the basic data to help establish the right identity of dental hygienist and develop the work of dental hygienists, and thereby investigating the effect of patients' perception of dental hygienist on their social demand of dental hygienist, by conducting a survey of 300 patients visiting dentists around Busan-Gyeongnam region from April 7, 2012 to April 25, 2012. The collected data is statistically analyzed by SPSS (Statistical Packages for Social Science 14.0. SPSS Inc., Chicago, IL, USA). First, I analyzed the frequency by suggesting the demographic and descriptive characteristics of data, and conducted t-test and One-Way ANOVA at 5% of significance level to figure out the degree of perception and social demand of dental hygienists depending on customers' reason for visiting dentists, and also conducted regression analysis to find the effect of the perception of dental hygienist on patient's social demand of dental hygienist. The result suggests that as the perception of the dental hygienists' role, the social demand for dental hygienists' image increases, but as perception of dental hygienists' image increases, the social demand of dental hygienists' image decreases. Therefore, it suggests that as the knowledge about dental hygienists increases, patients demand their service more, while the perception of their image lowers the social demand for their image. It turns out that as the knowledge of dental hygienists increase, the social demand for the knowledge also increases.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

A Study of Domain Name Disputes Resolution with the Korea-U.S. FTA Agreement (한미자유무역협정(FTA)에 따른 도메인이름 분쟁해결의 개선방안에 관한 연구)

  • Park, Yu-Sun
    • Journal of Arbitration Studies
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    • v.17 no.2
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    • pp.167-187
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    • 2007
  • As Korea has reached a free trade agreement with the United States of America, it is required to provide an appropriate procedure to ".kr" domain name disputes based on the principles established in the Uniform Domain Name Dispute Resolution Policy(UDRP). Currently, Internet address Dispute Resolution Committee(IDRC) established under Article 16 of the Act on Internet Address Resources provides the dispute resolution proceedings to resolve ".kr" domain name disputes. While the IDRC's proceeding is similar to the UDRP administrative proceeding in procedural aspects, the Domain Name Dispute Mediation Policy that is established by the IDRC and that applies to disputes involving ".kr" domain names is very different from the UDRP for generic Top Level Domain (gTLD) in substantial aspects. Under the Korea-U.S. Free Trade Agreement(KORUS FTA), it is expected that either the Domain Name Dispute Mediation Policy to be amended to adopt the UDRP or the IDRC to examine the Domain Name Dispute Mediation Policy in order to harmonize it with the principles established in the UDRP. It is a common practice of cybersquatters to warehouse a number of domain names without any active use of these domain names after their registration. The Domain Name Dispute Mediation Policy provides that the complainant may request to transfer or delete the registration of the disputed domain name if the registrant registered, holds or uses the disputed domain name in bad faith. This provision lifts the complainant's burden of proof to show the respondent's bad faith because the complainant is only required to prove one of the three bad faiths which are registration in bad faith, holding in bad faith, or use in bad faith. The aforementioned resolution procedure is different from the UDRP regime which requires the complainant, in compliance with paragraph 4(b) of the UDRP, to prove that the disputed domain name has been registered in bad faith and is being used in bad faith. Therefore, the complainant carries heavy burden of proof under the UDRP. The IDRC should deny the complaint if the respondent has legitimate rights or interests in the domain names. Under the UDRP, the complainant must show that the respondent has no rights or legitimate interests in the disputed domain name. The UDRP sets out three illustrative circumstances, any one of which if proved by the respondent, shall be evidence of the respondent's rights to or legitimate interests in the domain name. As the Domain Name Dispute Mediation Policy provides only a general provision regarding the respondent's legitimate rights or interests, the respondent can be placed in a very week foundation to be protected under the Policy. It is therefore recommended for the IDRC to adopt the three UDRP circumstances to guide how the respondent can demonstrate his/her legitimate rights or interests in the disputed domain name. In accordance with the KORUS FTA, the Korean Government is required to provide online publication to a reliable and accurate database of contact information concerning domain name registrants. Cybersquatters often provide inaccurate contact information or willfully conceal their identity to avoid objection by trademark owners. It may cause unnecessary and unwarranted delay of the administrative proceedings. The respondent may loss the opportunity to assert his/her rights or legitimate interests in the domain name due to inability to submit the response effectively and timely. The respondent could breach a registration agreement with a registrar which requires the registrant to submit and update accurate contact information. The respondent who is reluctant to disclose his/her contact information on the Internet citing for privacy rights and protection. This is however debatable as the respondent may use the proxy registration service provided by the registrar to protect the respondent's privacy.

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A Study on the Location and Landscaping Characteristics of Yonghogugok of Jiri Mountain Illuminated by Old Literatures and Letters Carved on the Rocks (고문헌과 바위글씨로 조명한 지리산 용호구곡(龍湖九曲)의 입지 및 경관특성)

  • Rho, Jae-Hyun;Kahng, Byung-Seon
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.32 no.3
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    • pp.154-167
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    • 2014
  • The results of this study conducted to identify the substance, regional characteristics or landscaping of Namwon Yonghogugok, which is the only valley of Jiri Mountain, based on Kim Samun's 'Yonghokugok-Gyeongseungannae(龍湖九曲景勝案內)', 'Yongseongji(龍城誌)' and position, meaning of letters carved and projection technique by ArcGIS10.0 on the rocks are as below. The feature landscapes of the canyon of Yonghogugok, which is an incised meander and one of the Eight beautiful scenery of Namwon, ponds, cliffs and rocks generated with metamorphic rocks and granites weathered by rapids torrents. As a result of measuring the GPS coordinates of the letters carved on the rocks, excluding the 3 Gok Hakseoam and the distances based on the origin and destination of the letters carved on the rocks using the API(Application Programming Interface) function of Daum map, the total distance of Yonghogugok was 3.5km and the average distance between the each Gok was 436.5m. It is assumed that Yonghogugok was designated by Sarim(士林) of the Kiho School(畿湖學派) related to Wondong Hyangyak(元洞鄕約) which is the main agent of Yonghojeongsa(龍湖精舍), the forerunner of Yonghoseowon(龍湖書院), between the late Joseon Dynasty and the early Japanese colonial era, in 1927. Its grounds are the existence of Yonghoyeongdang mentioned on 'Yonghojeongsilgi'(龍湖亭實記), records of 'Haeunyugo(荷隱遺稿)', 'Yonghopumje(龍湖品題)' of Bulshindang(佛神堂), 'Yonghojeongsadonggu Gapjachun(龍湖精舍洞口 甲子春)' letters carved on the rocks and 'Yonghogugok-Shipyeong(龍湖九曲十詠)' posted on Mokgandang of Yonghoseowon. Comprehensively considering the numerous poetry society lists carved on the stone wall of Punghodae(風乎臺), the Sixth Gok Yuseondae, its stone mortar, 'Bangjangjeildongcheon(方丈第一洞天)' of Bulshindang and Gyoryongdam(交龍潭), the Yonghoseokmun(龍湖石門) letters carved on the rocks, Yeogungseok adjacent to the First Gok and Fengshui facilities, centered on Yonghoseowon and Yonghojeong, Yonghogugok can be understood as a unique valley culture formed with the thoughts of Confucianism, Buddhism, Taoism and Fengshui. 'Yonghogugok-Gyeongseungannae' provides very useful information to understand the place name, called by locals and landscaping aspects of Yonghogugok in the late Joseon Dynasty. In addition, the meaning of "Nine dragons" and even though 12 chu(湫: pond) of Yonghogugok Yongchudong including Bulyeongchu, Guryongchu, Isuchu, Goieumchu and Daeyachu are mentioned on Yongseongji, a part of them cannot be confirmed now. Various place names and facilities relevant to Guryong adjacent to Yonghogugok are the core of the place identity. In addition, the accurate location identification and the delivery of the landscaping significance of the 12 ponds is expected to provide landscaping attractiveness of Yonghogugok and become very useful contents for landscaping storytelling and a keyword of storyboard.