• Title/Summary/Keyword: UX Platform service

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Busan Tourism Industry applying OECD Tourism Policy and ICT Convergence Platform (OECD 관광정책과 ICT 융합 플랫폼을 적용한 부산관광산업)

  • Lim, Yong-Suk;Jung, Ho-Jin;Lee, Jung-Won
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.12
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    • pp.871-879
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    • 2017
  • The purpose of this study is to propose a Busan tourism industry in which the 2016 OECD Tourism policy and ICT convergence platform are applied. OECD proposed 3 policies to promote the tourism industry: First, to maintain the competitiveness of the tourism industry as well as improve its efficiency and sustainability, second, to establish a seamless traffic system, and third, to build a response to the sharing economy. Centering on the OECD's three policies, we propose the developmental possibilities of tourism in Busan. At the same time, we suggest the necessity to build an ICT convergence platform that will help foster the industry. In building an ICT convergence platform, we especially focus on the necessity of: 1. Sharing and creating experience-based interactive contents on the software side, and 2. Developing high quality user experience (UX) and providing a data analysis-based customized service on the hardware side. In addition, we insist on the establishment of the Tourism Promotion Agency for the continuous performance and management of Busan tourism industry. The study ultimately suggests that the construction of ICT convergence platform based on OECD tourism policy can result in the expected outcomes of high effects with low cost for both consumers and suppliers related to the tourism industry.

Games Development Methodology as a Teaching Tool for Elementary School: Case Study of Developing History Learning Game (초등 교과 학습 도구로서의 게임 개발 방법론: 역사 게임 개발 연구 사례를 중심으로)

  • Kim, Nayoung
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.53-62
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    • 2015
  • This paper introduces an educational game development method for the purpose of designing game as part of school curriculum activities, base on experimental case of making history learning game for private elementary schools in Korea. Our first approach was to define a game as a educational learning tool like any other media and mediating platform such as smart phones or other applications. We regard user as a player, and students as a end user and decision making-customers. Unlike other game development process we brought service design methode to the development process, making a game platform that is specially designed for teachers' teaching tool, which is easy and effective to use to ther subject of teacher's intention. Based on our research case, we suggest educational games development methodology which can be better suited for games with school curriculum in learning environment.

Gateway design and performance evaluation based on health information standards in multi-platform environment (멀티플랫폼 환경에서 의료정보표준 기반 게이트웨이 설계 및 성능 평가)

  • Shim, Woo-Ho;Na, Hyun-Suk;Park, Seok-Cheon
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.3
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    • pp.33-40
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    • 2012
  • Recently, to enhance the quality and efficiency of health care services, smart health care services utilizing a smart phone and tablet pc are mainly being introduced into the large hospital and the interest for personal health record service which manages personal medical information utilizing PC and smart phone and technology development is actively underway. In order to build a next generation hospital information systems, the interoperability of data between the different hospital information systems and UX consistency between the various user devices must be assured. Therefore, in this paper, medical information standard and the study for improving the performance is conducted to design the gateway system which converting and integrating the medical information under multi-platform environment. In this paper, CCR standard is adapted to the mapping method between the data which is the key feature of the gateway system and design the system utilizing multi-table-based mapping method. To evaluate the performance of the system, experiment was done and the result has been improved approximately 20 percent for response rate.

A Development of VPP Platform for the Efficient Utilization of Distributed Renewable Energy Resources (분산 재생에너지의 효율적 활용을 위한 가상발전소(VPP) 플랫폼 개발에 관한 연구)

  • Cho, Young-Hyeok;Baek, Seung-Yup;Choi, Won-Yong;Jeong, Dae-Yul
    • The Journal of Information Systems
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    • v.27 no.2
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    • pp.95-114
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    • 2018
  • Purpose The recent concern over environmental problems such as greenhouse gas emission and fine dust contributes increasing interest in renewable energies. However the intrinsic characteristics of renewable energies, intermittent and stochastic generation, might cause serious problems to the stability and controllability of power grid. Therefore countermeasures such as virtual power plant (VPP) must be prepared in advance of the spread of uncontrollable distributed renewable energy resources to be one of major energy sources. Design/methodology/approach This study deals with the design concept of the VPP platform. we proposed as a technology solution for achieving the stability of power grid by guaranteeing a single power profile combining multiple distributed power sources with ICT. The core characteristics of VPP should be able to participate in the grid operation by responding to operation instructions from the system operator, KPX, as well as the wholesale electricity market. Findings Therefore this study includes energy storage device(ESS) as a controllable component as well as renewable energy resources such as photovoltaic and wind power generation. Based on this configuration, we discussed core element technologies of VPP and protype design of VPP solution platform according to system requirements. In the proposed solution platform, UX design for the integrated control center and brokerage system were included as well as ancillary service function to respond to KPX's operation instruction with utilizing the capability of ESS. In addition, a simulator was suggested to verify the VPP operations.

Factors Affecting the Continuous Use Intention of Smartphone Social Network Games : With a Focus on the Value Model (스마트폰 소셜 네트워크 게임의 지속 사용의도 영향 요인 : 가치모형을 중심으로)

  • Kim, Hyun-Chul;Huh, Searle;Choi, Jun-Ho
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.11-24
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    • 2012
  • Primarily working on SNS(Social Network Service) platform, the SNG(Social Network Game) utilizes friends and neighbors for invitation and play. Based on the value model of HCI, this paper purports to discover how functional, hedonic, social and personal values predict the continuous usage intention and satisfaction of SNG in a smartphone. Hypothesis testing through structural equation modeling shows that hedonic and functional values affect satisfaction and intention to use of SNG while social and personal values do not. This result implies that fun and easy interface are more important to the success of SNG service than social networking motivation.

A case study of blockchain-based public performance video platform establishment: Focusing on Gyeonggi Art On, a new media art broadcasting station in Gyeonggi-do (블록체인 기반 공연영상 공공 플랫폼 구축 사례 연구: 경기도 뉴미디어 예술방송국 경기아트온을 중심으로)

  • Lee, Seung Hyun
    • Journal of Service Research and Studies
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    • v.13 no.1
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    • pp.108-126
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    • 2023
  • This study explored the sustainability of a blockchain-based cultural art performance video platform through the construction of Gyeonggi Art On, a new media art broadcasting station in Gyeonggi-do. In addition, the technical limitations of video content transaction using block chain, legal and institutional issues, and the protection of personal information and intellectual property rights were reviewed. As for the research method, participatory observation methods such as in-depth interviews with developers and operators and participation in meetings were conducted. The researcher participated in and observed the entire development process, including designing and developing blockchain nodes, smart contracts, APIs, UI/UX, and testing interworking between blockchain and content distribution services. Research Question 1: The results of the study on 'Which technology model is suitable for a blockchain-based performance video content distribution public platform?' are as follows. 1) The blockchain type suitable for the public platform for distribution of art performance video contents based on the blockchain is the private type that can be intervened only when the blockchain manager directly invites it. 2) In public platforms such as Gyeonggi ArtOn, among the copyright management model, which is an art based on NFT issuance, and the BC token and cloud-based content distribution model, the model that provides content to external demand organizations through API and uses K-token for fee settlement is suitable. 3) For public platform initial services such as Gyeonggi ArtOn, a closed blockchain that provides services only to users who have been granted the right to use content is suitable. Research question 2: What legal and institutional problems should be reviewed when operating a blockchain-based performance video distribution public platform? The results of the study are as follows. 1) Blockchain-based smart contracts have a party eligibility problem due to the nature of blockchain technology in which the identities of transaction parties may not be revealed. 2) When a security incident occurs in the block chain, it is difficult to recover the loss because it is unclear how to compensate or remedy the user's loss. 3) The concept of default cannot be applied to smart contracts, and even if the obligations under the smart contract have already been fulfilled, the possibility of incomplete performance must be reviewed.

Delphi Research on Usability Test Framework of Metaverse Platform - Case of Roblox, Zepeto, and Gathertown (메타버스 플랫폼 사용성 평가체계 구축에 관한 델파이연구 - 로블록스, 제페토, 게더타운 사례를 중심으로)

  • Lee, Han Jin;Gu, Hyun Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.179-193
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    • 2022
  • Amid the explosive growth of various metaverse platforms, there is no unified indicator to measure, analyze, and evaluate based on customer experience. Therefore, the usability evaluation factors in metaverse were identified through a heuristic methodology and literature review, to evaluate the metaverse, a two-to three-dimensional virtual world platform. A measurable system was established by subdividing 20 items in 5 fields, including user control, information structure, design and content, and usage environment, derived through Delphi technique. Based on this, after experiencing the actual contents of major metaverse platforms such as Roblox and Zepeto, usability was evaluated and comparative verification was conducted. As a result, it was estimated that metaverse user experience could be improved as its utility was derived relatively high in terms of user control and content. This study constitutes a theoretical contribution by extending the usability evaluation system, which has been widely used in the field of service design, to the fields of extended reality and mixed reality. At the same time, it has practical key findings of providing basic judgment standards to stakeholders in the metaverse field, as well as policy implications for digital capability enhancement and industry revitalization.

User Experience Analysis on 3D Printing Services and Service Direction Suggestions (3D프린팅 서비스에 대한 사용자 경험 분석과 서비스 방향제안)

  • Lee, Guk-Hee;Cho, Jaekyung
    • Journal of the HCI Society of Korea
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    • v.11 no.1
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    • pp.47-55
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    • 2016
  • Three Dimensional Printing (herein, 3D printing) not only gives novelty and interests to modern people but is also a spotlighted technology that could herald a new industrial revolution. The introduction of various 3D printing service platforms has enabled individuals to easily possess products designed through 3D printing. However, there are still many issues to consider until the era of new manufacturing, when 3D printing becomes available to the general public so that anyone can make and design products with 3D printing. For instance, there needs to be sufficient consideration and research on whether the current 3D printing services can prove their higher capability to produce products conventionally done by machines and hands through 3D printing, and on the meaning of selling a wide range of product families like those of most 3D printing service platforms to the consumers. This study, which was initiated in this context, aimed to gain insight on the directions that 3D printing services need to advance going forward by letting consumers have first-hand experience on 3D printing online service platforms with a wide range of product families and those with relatively limited services, and then asking them to answer multiple-choice and short-answer survey questions on the websites they wish to purchase from, diversity of designs, design satisfaction, perceived technical skills, perceived purchase satisfaction, perceived after-sales service(A/S). As a result, we were able to witness that consumers generally had a strong preference for services with a wide range of product families (e.g. Shapeways) compared to services with a narrow range (e.g. Digital Forming). We also verified that design diversity and the possibility of realizing the designs were the crucial aspects that need to be considered with 3D printing services. Moreover, we also carried out discussions on carrying out design consulting by securing a pool of designers from diverse fields, on providing web-based designing software that can be utilized even by beginners, and on operating shops both online and offline in order to provide more competitive 3D printing services.