• Title/Summary/Keyword: UX/UI

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A Research for Methodology of Culture Semiotics for Smart Healing Contents (스마트 힐링콘텐츠의 문화기호학적 방법론 연구)

  • Baik, Seung-Kuk;Yoon, En-Ho
    • Journal of Information Technology and Architecture
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    • v.11 no.3
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    • pp.347-357
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    • 2014
  • This research aims to suggest the possibility of functional culture contents based on interdisciplinary methodologies, especially for people who have Autism Spectrum Conditions, or those who have disabilities on express and receive gamsung (emotions). Recently, the development of application technologies in smartphones and tablet computers needs of functional culture contents, which are connected with the gamsung system. Moreover, the potential of marketplace of functional culture contents is emerging, as can be seen from the success of Augmentative and Alternative Communications (AAC) applications. Therefore, with the development of more applications that prevent and resolve Gamsung Disabilities anticipatively, there will be a positive economic effect of reducing back on intervention expenses as well as the construction of new contents ecosystem. So, in this research, we will attempt to make an approach of using the cultural semiotics methodology in finding attributes and features of applications that help to keep mental stability and balance for people with gamsung Disabilities. Particularly, this research will suggest an interdisciplinary theory on healing contents making methodology, using contents analysis; user interface (UI) analysis; and user experience (UX) analysis on existing smart healing applications.

Developed a golf course scorecard App that improved UI/UX based on C/S (C/S 기반의 UI/UX를 개선한 골프장 스코어카드 App 개발)

  • Jung, Chul-Jong
    • Journal of Digital Contents Society
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    • v.19 no.8
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    • pp.1433-1442
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    • 2018
  • This study develops and improves the EZ Touch App of the scorecard application (app) using the smartphone and the pad, and works with the customer management system (C/S). The research was conducted as follows. First, how do you handle the EZ Touch input method on a scorecard? Second, how to configure the platform of customer (member) management system (C/S) and data server system? Third, does EZ Touch App work organically with customer management system (C/S)? The developed EZ Touch is entered into the scorecard as an input method using the gesture as a result of this research, and it is linked with the C/S system to organize the review function, hall information function, field coaching function through score, It can be used for applications such as information management functions and statistics through differentiated statistics. However, there are some problems and improvements in user convenience in real time use. I think there is a need to study to solve this problem in the future. EZ Touch input method is input to the scorecard by inputting gesture of the finger as a result of this study, and it is linked with this, and it is possible to use differentiated statistics such as review function, hall information function, field coaching function, It is the purpose of the study to improve the technical competitiveness of the product by developing the application.

The Improvement of Point Cloud Data Processing Program For Efficient Earthwork BIM Design (토공 BIM 설계 효율화를 위한 포인트 클라우드 데이터 처리 프로그램 개선에 관한 연구)

  • Kim, Heeyeon;Kim, Jeonghwan;Seo, Jongwon;Shim, Ho
    • Korean Journal of Construction Engineering and Management
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    • v.21 no.5
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    • pp.55-63
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    • 2020
  • Earthwork automation has emerged as a promising technology in the construction industry, and the application of earthwork automation technology is starting from the acquisition and processing of point cloud data of the site. Point cloud data has more than a million data due to vast extent of the construction site, and the processing time of the original point cloud data is critical because it takes tens or hundreds of hours to generate a Digital Terrain Model (DTM), and enhancement of the processing time can largely impact on the efficiency of the modeling. Currently, a benchmark program (BP) is actively used for the purpose of both point cloud data processing and BIM design as an integrated program in Korea, however, there are some aspects to be modified and refined. This study modified the BP, and developed an updated program by adopting a compile-based development environment, newly designed UI/UX, and OpenGL while maintaining existing PCD processing functions, and expended compatibility of the PCD file formats. We conducted a comparative test in terms of loading speed with different number of point cloud data, and the results showed that 92 to 99% performance increase was found in the developed program. This program can be used as a foundation for the development of a program that reduces the gap between design and construction by integrating PCD and earthwork BIM functions in the future.

A Study on the Public Service of Big Data in Ocean Information -Focusing on user requirements of government services- (해양 정보 빅데이터의 대국민 서비스 제공 방안: 정부기관 서비스의 사용자 요구 사항을 중심으로)

  • Kim, Seungmin;Park, Byoung yong
    • The Journal of Bigdata
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    • v.5 no.2
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    • pp.241-255
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    • 2020
  • In Korea, utilizing and protecting the ocean from the sea on three sides can be considered the basis of national power. Recently, it has been distributed to IOT and 5G networks, and attempts to provide various information based on telecommunication infrastructure are continuing in the public and private sectors. In this study, an online survey was conducted with the aim of improving the services of marine information services (KOMC, safe and open seas) provided by the Government Agency for Oceanographic Research. Through an online survey, the survey was conducted on sites that are mainly used to survey people's need for marine information and to collect information. In addition, the survey was conducted on the UX, UI problems and improvements of KOMC, open and safe sea sites provided by the National Oceanographic Research Institute. The awareness and experience of marine information service by the Korea Oceanographic Research Institute were confirmed. Later, the previous steps of FGI also examined the usability of various users after allowing them to use the actual service. Here, the experience of collecting marine information from actual users was investigated, not just by looking at and evaluating the design of the service website and application. As a result, users presented a variety of opinions related to marine information services, including accessibility, reliability of information, providing media, and importance of information provided. The findings could be used as data to identify ocean-related data and ways to provide information required by users of various age groups and occupational groups.

A Study on UX Design for Mobile Application of Combined Services - Focused on TVing (모바일 애플리케이션 내 복합 서비스의 사용자 경험 디자인에 관한 연구 - 티빙 사례를 중심으로)

  • An, Da-Eun;Jung, Soo-Ah;Youn, Mi-Ryoung;Ku, Yeon-Kyung;Jung, Young-Wook
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.497-508
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    • 2021
  • After the spread of COVID-19, the OTT market has grown rapidly. Accordingly, competition of OTT platforms has intensified. Among them, TVing provides users distinct characteristics of service, such as media and commerce, to differentiate it from other platforms. It is important to offer appropriate usability when proving combined service in one mobile application. Otherwise, it can adversely affect the user experience. In this regard, this research conducted usability testing of TVing and found out what user experience should be considered when integrating different characteristics of service in one mobile application. Through the usability testing, we measured and analyzed effectiveness, efficiency, and satisfaction based on the ISO usability testing guidelines. As a result, three important considerations of UX design for mobile application of combined services were found; 1) connectivity between services, 2) easy navigation, 3) consistent UI design, and 4) relations between subjects and provided information. This design consideration is expected to be applicable not only to TVing mobile application, but also to the situation where composed services are provided in one application.

An Exploratory research on patent trends and technological value of Organic Light-Emitting Diodes display technology (Organic Light-Emitting Diodes 디스플레이 기술의 특허 동향과 기술적 가치에 관한 탐색적 연구)

  • Kim, Mingu;Kim, Yongwoo;Jung, Taehyun;Kim, Youngmin
    • Journal of Intelligence and Information Systems
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    • v.28 no.4
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    • pp.135-155
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    • 2022
  • This study analyzes patent trends by deriving sub-technical fields of Organic Light-Emitting Diodes (OLEDs) industry, and analyzing technology value, originality, and diversity for each sub-technical field. To collect patent data, a set of international patent classification(IPC) codes related to OLED technology was defined, and OLED-related patents applied from 2005 to 2017 were collected using a set of IPC codes. Then, a large number of collected patent documents were classified into 12 major technologies using the Latent Dirichlet Allocation(LDA) topic model and trends for each technology were investigated. Patents related to touch sensor, module, image processing, and circuit driving showed an increasing trend, but virtual reality and user interface recently decreased, and thin film transistor, fingerprint recognition, and optical film showed a continuous trend. To compare the technological value, the number of forward citations, originality, and diversity of patents included in each technology group were investigated. From the results, image processing, user interface(UI) and user experience(UX), module, and adhesive technology with high number of forward citations, originality and diversity showed relatively high technological value. The results provide useful information in the process of establishing a company's technology strategy.

Research and improvement of image analysis and bar code and QR recognition technology for the development of visually impaired applications (시각장애인 애플리케이션 개발을 위한 이미지 분석과 바코드, QR 인식 기술의 연구 및 개선)

  • MinSeok Cho;MinKi Yoon;MinSu Seo;YoungHoon Hwang;Hyun Woo;WonWhoi Huh
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.861-866
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    • 2023
  • Individuals with visual impairments face difficulties in accessing accurate information about medical services and medications, making it challenging for them to ensure proper medication intake. While there are healthcare laws addressing this issue, there is a lack of standardized solutions, and not all over-the-counter medications are covered. Therefore, we have undertaken the design of a mobile application that utilizes image recognition technology, barcode scanning, and QR code recognition to provide guidance on how to take over-the-counter medications, filling the existing gaps in the knowledge of visually impaired individuals. Currently available applications for individuals with visual impairments allow them to access information about medications. However, they still require the user to remember which specific medication they are taking, posing a significant challenge. In this research, we are optimizing the camera capture environment, user interface (UI), and user experience (UX) screens for image recognition, ensuring greater accessibility and convenience for visually impaired individuals. By implementing the findings from our research into the application, we aim to assist visually impaired individuals in acquiring the correct methods for taking over-the-counter medications.

A Study on intent to use AI-enhanced development tools (AI 증강 개발 도구 사용의도에 관한 연구)

  • Hyun Ji Eun;Lee Seung Hwan;Gim Gwang Yong
    • Convergence Security Journal
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    • v.24 no.2
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    • pp.89-104
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    • 2024
  • This study is an empirical study to examine the factors that influence the intention to use artificial intelligence (AI) technology for SW engineering-related tasks, and the purpose of the study is to understand the key factors that influence the use in terms of AI augmentation characteristics and interactive UI/UX characteristics. For this purpose, a survey was conducted among information and communication workers who have experience in using AI-related technologies and the collected data was analyzed. The results of the empirical analysis showed that perceived usefulness was positively influenced by the factors of expertise, interestingness, realism, aesthetics, efficiency, and flexibility, and perceived ease of use was positively influenced by the factors of expertise, interestingness, realism, aesthetics, and flexibility. Variety had no effect on both perceived ease of use and perceived usefulness. Perceived ease of use had a significant effect on perceived immersion, which positively influenced intention to use. These findings are significant in that they provide an academic understanding of the factors that influence the use of AI-enhanced tools in SW engineering-related tasks such as application design, development, testing, and process automation, as well as practical directions for the creators of tools that provide AI-enhanced development services to develop user acquisition strategies.

The Effect of Online Multiple Channel Marketing by Device Type (디바이스 유형을 고려한 온라인 멀티 채널 마케팅 효과)

  • Hajung Shin;Kihwan Nam
    • Information Systems Review
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    • v.20 no.4
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    • pp.59-78
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    • 2018
  • With the advent of the various device types and marketing communication, customer's search and purchase behavior have become more complex and segmented. However, extant research on multichannel marketing effects of the purchase funnel has not reflected the specific features of device User Interface (UI) and User Experience (UX). In this study, we analyzed the marketing channel effects of multi-device shoppers using a unique click stream dataset from global online retailers. We examined device types that activate online shopping and compared the differences between marketing channels that promote visits. In addition, we estimated the direct and indirect effects on visits and purchase revenue through customer's accumulated experience and channel conversions. The findings indicate that the same customer selects a different marketing channel according to the device selection. These results can help retailers gain a better understanding of customers' decision-making process in multi-marketing channel environment and devise the optimal strategy taking into account various device types. Our empirical analyses yield business implications based on the significant results from global big data analytics and contribute academically meaningful theoretical framework using an economic model. We also provide strategic insights attributed to the practical value of an online marketing manager.

Examination of a Voice Interaction Model for Smart TV through Conversation Patterns (대화 패턴 연구를 통한 스마트TV 음성 상호작용 모델의 탐구)

  • Choi, Jinhae
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.96-104
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    • 2017
  • As new smart devices are evolved into the intelligent agent who can reflect user intention and use context, user experience design for easy and convenient usability becomes a core competitive edge. Under the assumption that human centered natural interaction is necessary for the optimal smart TV experience, this study explores the types of voice interaction which are peculiar to TV watching context. In order to build a model for the users to naturally interact with Smart TV, conversation patterns were collected by requesting key features of Smart TV to intelligent agent. Collected sentences were applied to CfA model and classified by responses to activate features. The classified conversation patterns were divided into feature activation and information search. This study has identified that CfC1 occurred when voice interaction between Smart TV and users was vague and CfC2 occurred when the requests were complex or conditional. In conclusion, Simple Request Type is the most efficient model and voice interaction is more appropriate to use to clarify users' vague requests.