• Title/Summary/Keyword: Social Interface

Search Result 247, Processing Time 0.028 seconds

Specifying the Characteristics of Tangible User Interface: centered on the Science Museum Installation (실물형 인터렉션 디자인 특성 분석: 과학관 체험 전시물을 대상으로)

  • Cho, Myung Eun;Oh, Myung Won;Kim, Mi Jeong
    • Science of Emotion and Sensibility
    • /
    • v.15 no.4
    • /
    • pp.553-564
    • /
    • 2012
  • Tangible user interfaces have been developed in the area of Human-Computer Interaction for the last decades, however, the applied domains recently have been extended into the product design and interactive art. Tangible User Interfaces are the combination of digital information and physical objects or environments, thus they provide tangible and intuitive interaction as input and output devices, often combined with Augmented Reality. The research developed a design guideline for tangible user interfaces based on key properties of tangible user interfaces defined previously in five representative research: Tangible Interaction, Intuitiveness and Convenience, Expressive Representation, Context-aware and Spatial Interaction, and Social Interaction. Using the guideline emphasizing user interaction, this research evaluated installation in a science museum in terms of the applied characteristics of tangible user interfaces. The selected 15 installations which were evaluated are to educate visitors for science by emphasizing manipulation and experience of interfaces in those installations. According to the input devices, they are categorized into four Types. TUI properties in Type 3 installation, which uses body motions for interaction, shows the highest score, where items for context-aware and spatial interaction were highly rated. The context-aware and spatial interaction have been recently emphasized as extended properties of tangible user interfaces. The major type of installation in the science museum is equipped with buttons and joysticks for physical manipulation, thus multimodal interfaces utilizing visual, aural, tactile senses etc need to be developed to provide more innovative interaction. Further, more installation need to be reconfigurable for embodied interaction between users and the interactive space. The proposed design guideline can specify the characteristics of tangible user interfaces, thus this research can be a basis for the development and application of installation involving more TUI properties in future.

  • PDF

An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
    • /
    • v.22 no.1
    • /
    • pp.23-34
    • /
    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.

A Study of virtual experiential marketing factors in the Internet shopping mall (Focused on the Schmitt's experiential marketing factors) (인터넷쇼핑몰 가상체험마케팅 요소에 관한 연구 (Schmitt 체험마케팅 요소를 중심으로))

  • Youn, Soung-Jung
    • Journal of Digital Convergence
    • /
    • v.10 no.9
    • /
    • pp.151-158
    • /
    • 2012
  • This study aims to suggest ways of experiential marketing management plan that the virtual tour service in the internet shopping mall is as a agents and the role of the physical interface of the internet virtual experience. It is a empirical analysis to analyze the relationship among Schmitt's five experiential Marketing elements. By the result, the rankings for high impact experiential marketing feedback relationship of cognitive creativity, composition, relationship between social intimacy, behavioral lifestyle, providing a sense of the acoustic auditory effect, a sense of dimensional visual effects in order. This result means that the intimacy and creativity, giving feedback that the opinion of consumers actively prefer internet shopping mall. In addition, it means more visual rather than auditory experience to provide marketing services and provide the lifestyle behaviors that the customer want in the Internet shopping mall. It is needs to make virtual experiential marketing relationships, strengthen the recognition specificity of these results because of experiential marketing relationship's ultimate purpose is to make the relationship between brand and customer service satisfaction of the Internet shopping mall through strengthening the relationship.

User Experience(UX) of Facebook: Focusing on Users' Eye Movement Pattern and Advertising Contents (Facebook의 사용자경험연구: 사용자의 시선경로와 광고콘텐츠를 중심으로)

  • Kim, Tae-Yang;Shin, Dong-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.7
    • /
    • pp.45-57
    • /
    • 2014
  • This study examines subjects' eye movement pattern and surveys their attitudes to the exposed advertisements on the Facebook. Different from the F-shaped pattern of the typical Web pages, users' eye movements on the Facebook have shown a rough H-shape. Even though a large number of users have shown F-shaped pattern on the ordinary Web pages in order to skip the contents of a Web, subjects' eye-movement pattern on the Facebook has H -shaped pattern due to the unique User Interface (UI) of the Facebook. With the right side and vertical arrangement of ads on the Facebook, users skip the page with having a large H-shaped pattern. In addition, this study set four AOIs(Area of Interest) that are advertising sections comprised on the Facebook Web page and measured fixation length within the AOIs then surveyed subjects' attitudes about the exposed ads. Through the experiment and survey, this study offers the optimum advertising position that can attract Facebook users' attention. As the result of experiment and survey, the second ad has the subjects' highest attitude to advertising and fourth ad is the next effectiveness and first and third ad followed. This study highlights the key implications to provide better user experiences(UX) and marketing strategies to users who are the consumers of companies and organizations which have a plan to put their advertising on the Facebook.

A Study on Web Accessibility Evaluation of Public Agency Homepage (공공기관 홈페이지의 웹 접근성 평가에 대한 연구)

  • Kim, Hye-ri;Lee, Sang-joon
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.17 no.4
    • /
    • pp.19-25
    • /
    • 2017
  • In the reality that the use of the web is becoming commonplace, the general people are complaining about the inconvenience because they are not standardized when using the web site. Especially, the disabled people such as the social underprivileged classes people suffer from the inconvenience due to the web site that is not accessible. The purpose of this study is to conduct an authentication audit to obtain web accessibility certification mark on the homepage of a specific public institution. Through these practical cases, it is possible to improve the recognition of web accessibility by practitioners or managers, And suggest ways to improve the Aging existing public institution web sites. Although there are a lot of existing literature and previous researches, it is still not being newly produced because of lack of awareness of web accessibility, As a result, the users who access the web site of the public institution for the first time are much inconvenienced. In order to solve this problem, this paper compares the Korean web content accessibility guideline 2.1, revised in April 2015, and verified the effectiveness of the guidelines through web accessibility evaluation of specific public institution sites.

Real-time Natural Disaster Failure Analysis Information System Development using GIS Environment (GIS환경의 실시간 자연재해정보를 연계한 재해고장분석시스템 개발)

  • Ahn, Yeon-S.
    • Journal of Digital Contents Society
    • /
    • v.10 no.4
    • /
    • pp.639-648
    • /
    • 2009
  • Earth's environment issues are introduced recently and every year the social loss have been occurred by the impact of various disaster. This kind of disaster and weather problems are the increasing reason of electricity transmission network equipment's failures because of exposing by the natural environment. The emergency and abnormal status of electricity equipment make the power outage of manufacturing plant and discomfort of people's lives. So, to protect the electricity equipment from the natural disasters and to supply the power to customer as stable, the supporting systems are required. In this paper, the research results are described the development process and the outcomes of the real-time natural disaster failure analysis information system including the describing about the impact of disaster and weather change, making the natural weather information, and linking the realtime monitoring system. As of development process, according to application development methodology, techniques are enumerated including the real time interface with related systems, the analysing the geographic information on the digital map using GIS application technology to extract the malfunction equipment potentially and to manage the equipments efficiently. Through this system makes remarkable performance it minimize the failures of the equipments, the increasing the efficiency of the equipment operation, the support of scientific information related on the mid-term enhancement plan, the savings on equipment investment, the quality upgrading of electricity supply, and the various supports in the field.

  • PDF

Influences of Transparency and Feedback on Customer Intention to Reuse Online Recommender Systems (온라인 추천시스템에서 고객 사용의도를 위한 시스템 투명성과 피드백의 영향)

  • Hebrado, Januel L.;Lee, Hong Joo;Choi, Jaewon
    • The Journal of Society for e-Business Studies
    • /
    • v.18 no.2
    • /
    • pp.279-299
    • /
    • 2013
  • The problem of choosing the right product that will best fit a consumer's taste and preferences extends to the field of electronic commerce. However, e-commerce has been able to create a technological proxy for the social filtering process, known as online recommender systems (RSs). RSs aid users in filtering products and decisions on matters relating to personal taste. RSs have the potential to support and improve the quality of the decisions consumers make when searching for and selecting products and services online. However, most previous research on RSs has focused on the accuracy of the algorithms, with little emphasis on user interface and perspectives. This study identified transparency and feedback as possible ways to effectively evaluate RSs from the user's perspective. Thus, this research focused on examining and identifying the roles of transparency and feedback in recommender systems and how they affect users' attitudes toward the system. Results of the study showed that both transparency and feedback positively and significantly affected perceived trust, perceived value of the process, and perceived enjoyment. Furthermore, we found that perceived trust, perceived value of the process, and perceived enjoyment positively and directly affected users' intentions to use/reuse a recommender system.

The implementation of sign design simulation software (사인디자인 제작 체험 시뮬레이션 소프트웨어 개발)

  • Paik, Jin-Kyung;Lee, Kyung-Mi;Yeoun, Myeong-Heum
    • Archives of design research
    • /
    • v.19 no.2 s.64
    • /
    • pp.163-172
    • /
    • 2006
  • Sign is one of the important factors in city and national image formation, thus requires high level of quality. However, domestic sign emphasize only the sense of attention that leads to big sized signs, thus often results in a poor coordination with the surrounding space. This situation requires employees in sign business want to learn specialized knowledge about design field. Based on these circumstances, we propose sign design software to employees in sign business field as an aid tool that can help to develop good signs in terms of functionality as well as harmony of design. Thus, in this investigation, sign simulation software application case that can design sign and apply this sign to the actual application site is presented. In order to develop this software, literature survey and preliminary studies were performed to analyze the preparation process and environment, and designed sign design element and software elements, user interrace, and finally Java software were utilized. This developed software can be used as a textbook in sign design related departments in schools, and hopefully to enhance the social recognition of sign as well as academic interest.

  • PDF

Hallym Jikimi: A Remote Monitoring System for Daily Activities of Elders Living Alone (한림 지킴이: 독거노인 일상 활동 원격 모니터링 시스템)

  • Lee, Seon-Woo;Kim, Yong-Joong;Lee, Gi-Sup;Kim, Byung-Jung
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.15 no.4
    • /
    • pp.244-254
    • /
    • 2009
  • This paper describes a remote system to monitor the circadian behavioral patterns of elders who live alone. The proposed system was designed and implemented to provide more conveniently and reliably the required functionalities of a remote monitoring system for elders based on the development of first phase prototype[2]. The developed system is composed of an in-house sensing system and a server system. The in-house sensing system is a set of wireless sensor nodes which have pyroelectric infrared (PIR) sensor to detect a motion of elder. Each sensing node sends its detection signal to a home gateway via wireless link. The home gateway stores the received signals into a remote database. The server system is composed of a database server and a web server, which provides web-based monitoring system to caregivers (friends, family and social workers) for more cost effective intelligent care service. The improved second phase system can provide 'automatic diagnosis', 'going out detection', and enhanced user interface functionalities. We have evaluated the first and second phase monitoring systems from real field experiments of 3/4 months continuous operation with installation of 9/15 elders' houses, respectively. The experimental results show the promising possibilities to estimate the behavioral patterns and the current status of elder even though the simplicity of sensing capability.

Direct Tensile Properties of Fiber-Reinforced Cement Based Composites according to the Length and Volume Fraction of Amorphous Metallic Fiber (비정질 강섬유의 길이 및 혼입률에 따른 섬유보강 시멘트복합체의 직접인장특성)

  • Kim, Hong-Seop;Kim, Gyu-Yong;Lee, Sang-Kyu;Choe, Gyeong-Cheol;Nam, Jeong-Soo
    • Journal of the Korea Institute of Building Construction
    • /
    • v.19 no.3
    • /
    • pp.201-207
    • /
    • 2019
  • In this study, the direct tensile properties of amorphous metallic fiber-reinforced cement based composites according to the strain was evaluated. A thin plate-shape amorphous metallic fiber with 15mm and 30mm in length was used. And fiber-reinforced cement based composites were prepared with contents of 1.0, 1.5, 2.0%. The direct tensile test was conducted under the conditions of $10^{-6}/s(static)$ and $10^1/s(dynamic)$ strain rate. As a results, amorphous metallic fiber with a length of 15mm was observed in pull-out behavior from the cement matrix because of the short fiber length and large portion of mixed fiber. On the other hand, amorphous metallic fiber with a length of 30mm were not pulled out from matrix because the bonding force between the fiber and matrix was large due to rough surface and large specific surface area. However, fracture occurred because thin plate shape fibers were vulnerable to shear force. Tensile strength, strain capacity and toughness were improved due to the increase in the fiber length. The dynamic increase factor of L15 was larger that of L30 because the bonding performance of the fiber-matrix interface is significantly affected by the strain rate.