• 제목/요약/키워드: Usability score

검색결과 79건 처리시간 0.028초

협동 교육 프로그램을 활용한 팀 구성에 따른 교육효과에 관한 연구 (The Study on Evaluation of Team Grouping Method using Cooperative Education Program)

  • 김현진;김슬기;김명관
    • 한국인터넷방송통신학회논문지
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    • 제10권6호
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    • pp.125-130
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    • 2010
  • 협동학습이란 서로 다른 능력을 갖는 학생들이 주어진 주제에 대한 이해를 증진하기 위하여 다양한 학습 방법을 사용하여 단지 무엇을 배울 것인지 뿐 아니라 팀 구성원들의 학습을 도움으로서 보다 높은 성취도를 갖게 하는 학습방법이다. 본 논문에서는 협동학습 교육프로그램 활용을 위한 효율적인 팀 구성 방법에 대해서 기술한다. 이를 위해 초등학교 학생들을 위한 영어와, 수학 협동학습 프로그램을 구현하였다. 이 협동학습 교육프로그램을 활용하여 학습자들은 협동학습을 수행하였으며 성적, 성별, 친밀도 별 실험을 실시하였다. 결과로 혼성이며 성적이 상호보완적인 팀이 가장 효율적임을 알 수 있었다.

작은 스크린 환경에서 3D 페이지 전환 방식의 비교 (Comparison of the 3D Tab Page Type for the Small Screen Device)

  • 이정현;박재규;최재호;박성준;정의승
    • 대한산업공학회지
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    • 제41권2호
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    • pp.137-143
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    • 2015
  • This thesis focuses on the 3D interface tab page type and mode of screen that affect the usability of the small screen devices such as smartphone. The experiments examined eight 3D UI designs, combinations of two modes (Portrait, Landscape) of screen, and four types (Vertical data mountain, Horizontal data mountain, Vertical carousel, Horizontal carousel). Twenty-six participants participated in the experiment. The completion time, preference and fun score were measured. The results showed that the vertical data mountain type provide the best performance in terms of the all conditions. The results of this study suggest a practical approach for the 3D UI tab page design for the small screen devices.

제7차 수학과 교육과정의 공간감각활동을 위한 교구 개발 및 그 효과 (The development of materials for developing childrens' spatial sense in the 7th National Curriculum and the analysis of its effects)

  • 이동규
    • 한국수학교육학회지시리즈C:초등수학교육
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    • 제9권2호
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    • pp.119-134
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    • 2005
  • The goals of this study is to analyze develop the materials which help students develop spatial sense in elementary school and to investigate its effects. To accomplish those goals, the 7th National Curriculum was analyzed to identify the contents of spatial sense. After analyzing the 7th National Curriculum, the principle for developing the teaching aids focusing the realization of the contents in the spatial sense was set up. And then various teaching materials which can enhance students' spatial sense was developed. It is consist of 17 kinds of concretely operating materials, 7 kinds of tangram papers, one web-material. To verify the effect of the materials, surveyed the usability of the materials and two classes was selected and tests were administered before and after the treatment. Through this application, several conclusion were drawn. First, a survey result says that teachers thought materials developed would be effective in developing spatial sense. Second, the materials developed were effective to develop spatial sense. The score gained by the experiment group after the treatment was statistically meaningfully higher than the control group. This means that the materials developed helped children to develop spatial sense.

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Virtual reality training simulator for tooth preparation techniques

  • Jung, HeeSuk;Kim, HyoJoon;Moon, SeongYong
    • 구강생물연구
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    • 제42권4호
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    • pp.235-240
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    • 2018
  • Standard oral and maxillofacial three-dimensional model was developed with patients' medical data while virtual reality (VR) simulator was developed in conjunction with head mount display (HMD) and Haptic device. The objective of this study was to evaluate the preclinical use of a VR training simulator in tooth preparation practice. Eighty-nine dental students were trained how to operate the simulator. The participants were then given sufficient time on the simulator to practice dental preparation. The students experience and opinion was then taken in through filling of questionnaires. On average content received 1.8 points, anatomy had 2.5 points, 2.6 points for the applicability, and 2.0 for the usability. As for the detailed items scores, queries about the possible development of the simulator and the interest of the learning process through the simulator were the highest at 3.1 and 3.0 points, respectively. Question about the benefit of the HMD and the haptic device during the practice had 1.5 and 1.6 points, respectively. The average total score was 2.2 points. VR tooth preparation simulator in the field of clinical dental education has powerful potential in regard to realistic models, environments, vision, posture, and economical efficiency.

공간정보 기반 지능형 방범 기술의 기술성 평가 방안에 관한 연구 : 다중 CCTV 협업 기술을 대상으로 (A Study on the Evaluation Technique of Intelligent Security Technology Based on Spatial Information : Multi-CCTV Collaboration Technology)

  • 한선희;신영섭;이재용
    • 한국산학기술학회논문지
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    • 제20권7호
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    • pp.111-118
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    • 2019
  • 사회 환경이 급변하는 예측 불가능한 시대에 범죄로부터의 안전에 대한 국민적 관심이 높아지고 있다. 범죄에 대한 두려움 없는 삶을 영위하기 위한 욕구가 증대되면서 안전도시 구축에 관한 관심은 점차 전국적으로 확산되고 있다. 이를 위해 정밀위치결정 기술 및 지원서비스와 공간정보 기반 지능형 방범 서비스 기술 개발이 중요시 되고 있다. 따라서, 본 연구에서는 지능형 방범 기술 중 다중 CCTV협업 기술에 대한 사례를 분석하고 기술성 평가 방법 중 기술보증기금의 평가 체계를 통해 혁신성, 파급성, 활용성, 전망성, 차별성의 5가지 평가항목을 통해 지속적인 활용과 사업화가 이루어질 수 있도록 기술성 평가를 통해 사업화 방안을 제시하였다. 다중 CCTV 협업 기술을 기술보증기금의 평가 체계를 통해 분석해본 결과 전망성이 5점으로 가장 높은 평가를 받았으며, 이외 파급성, 활용성, 차별성이 4점으로 우수한 평가를 받았다. 혁신성의 경우 3점으로 다른 평가 항목 보다 낮은 점수를 받았으나, 최신 기술의 도입 및 IoT 등의 타 기술과의 융합을 통해 극복해 나갈 수 있을 것으로 기대된다.

Measuring the Degree of Content Immersion in a Non-experimental Environment Using a Portable EEG Device

  • Keum, Nam-Ho;Lee, Taek;Lee, Jung-Been;In, Hoh Peter
    • Journal of Information Processing Systems
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    • 제14권4호
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    • pp.1049-1061
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    • 2018
  • As mobile devices such as smartphones and tablet PCs become more popular, users are becoming accustomed to consuming a massive amount of multimedia content every day without time or space limitations. From the industry, the need for user satisfaction investigation has consequently emerged. Conventional methods to investigate user satisfaction usually employ user feedback surveys or interviews, which are considered manual, subjective, and inefficient. Therefore, the authors focus on a more objective method of investigating users' brainwaves to measure how much they enjoy their content. Particularly for multimedia content, it is natural that users will be immersed in the played content if they are satisfied with it. In this paper, the authors propose a method of using a portable and dry electroencephalogram (EEG) sensor device to overcome the limitations of the existing conventional methods and to further advance existing EEG-based studies. The proposed method uses a portable EEG sensor device that has a small, dry (i.e., not wet or adhesive), and simple sensor using a single channel, because the authors assume mobile device environments where users consider the features of portability and usability to be important. This paper presents how to measure attention, gauge and compute a score of user's content immersion level after addressing some technical details related to adopting the portable EEG sensor device. Lastly, via an experiment, the authors verified a meaningful correlation between the computed scores and the actual user satisfaction scores.

복숭아 분말 첨가량이 스프레드 프리믹스의 품질에 미치는 영향 (Effects of Adding Peach Powder on the Quality of a Peach (Prunus persica L. Batsch) Spread Premix)

  • 박가영;라하나;김하윤;조용식;김경미
    • 한국식생활문화학회지
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    • 제34권4호
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    • pp.449-455
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    • 2019
  • The purpose of this study was to develop a peach spread premix to increase the usability of peaches with low storage stability. We analyzed the effect of adding different ratio of peach powder (0, 5, 10, 15%) on the physicochemical and sensory quality characteristics of peach spread premix. The result showed that the pH of the spread premix significantly decreased with the addition of greater amounts of peach powder (p<0.05). The total titratable acidity (TTA) and sweetness of the peach spread premix were significantly increased as the amount of added peach powder increased (p<0.05). The redness (a-value) and yellowness (b-value) increased with an increase of the peach powder ratio; however, the lightness (L-value) decreased (p<0.05). The water activity and viscosity of the spread decreased with an increased amount of added peach powder. The results of the sensory test with spread premix prepared with 10% peach powder had the highest score for color, taste, texture, stickiness, and overall acceptability (p<0.05). We suggested that the peach spread premix made with 10% peach powder may be the most desirable for manufacturing spread premix and for improving sensory preference.

CVE 동향을 반영한 3-Step 보안 취약점 위험도 스코어링 (3-Step Security Vulnerability Risk Scoring considering CVE Trends)

  • 임지혜;이재우
    • 한국정보통신학회논문지
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    • 제27권1호
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    • pp.87-96
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    • 2023
  • 보안 취약점 수가 해마다 증가함에 따라 보안 위협이 지속해서 발생하고 있으며 취약점 위험도의 중요성이 대두되고 있다. 본 논문에서는 보안 취약점 위험도 판단을 위해 동향을 반영한 보안 위협 스코어링 산출식을 고안하였다. 세 단계에 따라 공격 유형과 공급업체, 취약점 동향, 최근 공격 방식과 기법 등의 핵심 항목 요소를 고려하였다. 첫째로는 공격 유형, 공급업체와 CVE 데이터의 관련성 확인 결과를 반영한다. 둘째로는 LDA 알고리즘으로 확인된 토픽 그룹과 CVE 데이터 간 유사성 확인을 위해 자카드 유사도 기법을 사용한다. 셋째로는 최신 버전 MITRE ATT&CK 프레임워크의 공격 방법, 기술 항목 동향과 CVE 간의 관련성 확인 결과를 반영한다. 최종 보안 취약점 위협 산출식 CTRS의 활용성 검토를 위해 공신력 높은 취약점 정보 제공 해외 사이트 내 데이터에 제안한 스코어링 방식을 적용하였다. 본 연구에서 제안한 산출식을 통하여 취약점과 관련된 일부 설명만으로도 관련성과 위험도가 높은 취약점을 확인하여 신속하게 관련 정보를 인지하고 대응할 수 있다.

Telehealth for consultation and shoulder rehabilitation: a preliminary study on the perspectives of 30 patients during the COVID-19 lockdown

  • Sahu, Dipit;Rathod, Vaibhavi;Phadnis, Ashish;Bansal, Samarjit S.
    • Clinics in Shoulder and Elbow
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    • 제24권3호
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    • pp.156-165
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    • 2021
  • Background: This study aimed to determine: the perspectives of the patient cohort that underwent telehealth consultation and shoulder rehabilitation during coronavirus disease 2019 (COVID-19) and the differences in the patients' perspectives with the two different telehealth video applications (apps) used in the study. Methods: This is a prospective study carried out during the COVID lockdown period of April to July 2020. Thirty consecutive patients from the orthopedics department of a tertiary institute in India underwent their first-ever session of a video app-based (Zoom or WhatsApp) telehealth consultation with shoulder rehabilitation exercises on a handheld mobile, tablet, or laptop device. After the virtual consultation, the patients were sent a validated telehealth usability questionnaire (TUQ) to evaluate their perspectives. Scores obtained from the TUQ were the primary outcome measure. Results: The study was completed by 30 patients (16 men and 14 women) with an average age of 56 years (range, 20-77 years). The patients who contacted us during the lockdown period with either a stiff shoulder or a conservatively treated shoulder fracture were included in the study. The average TUQ score was 13.6 (median, 14.5; range, 6-21) out of a maximum of 21 points. Eighty percent of the patients were satisfied and found the telehealth service useful. Use of the Zoom app scored significantly higher (median, 17; average, 15.6) than the WhatsApp app (median, 8.5; average, 9.6) (p=0.004). Conclusions: Patients who received telehealth consultation and shoulder rehabilitation were overall satisfied. Telehealth apps with advanced video calling features such as Zoom should be preferred for higher patient satisfaction.

Gesture Control Gaming for Motoric Post-Stroke Rehabilitation

  • Andi Bese Firdausiah Mansur
    • International Journal of Computer Science & Network Security
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    • 제23권10호
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    • pp.37-43
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    • 2023
  • The hospital situation, timing, and patient restrictions have become obstacles to an optimum therapy session. The crowdedness of the hospital might lead to a tight schedule and a shorter period of therapy. This condition might strike a post-stroke patient in a dilemma where they need regular treatment to recover their nervous system. In this work, we propose an in-house and uncomplex serious game system that can be used for physical therapy. The Kinect camera is used to capture the depth image stream of a human skeleton. Afterwards, the user might use their hand gesture to control the game. Voice recognition is deployed to ease them with play. Users must complete the given challenge to obtain a more significant outcome from this therapy system. Subjects will use their upper limb and hands to capture the 3D objects with different speeds and positions. The more substantial challenge, speed, and location will be increased and random. Each delegated entity will raise the scores. Afterwards, the scores will be further evaluated to correlate with therapy progress. Users are delighted with the system and eager to use it as their daily exercise. The experimental studies show a comparison between score and difficulty that represent characteristics of user and game. Users tend to quickly adapt to easy and medium levels, while high level requires better focus and proper synchronization between hand and eye to capture the 3D objects. The statistical analysis with a confidence rate(α:0.05) of the usability test shows that the proposed gaming is accessible, even without specialized training. It is not only for therapy but also for fitness because it can be used for body exercise. The result of the experiment is very satisfying. Most users enjoy and familiarize themselves quickly. The evaluation study demonstrates user satisfaction and perception during testing. Future work of the proposed serious game might involve haptic devices to stimulate their physical sensation.