• Title/Summary/Keyword: Usability score

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

  • Kim, Hyun-Jin;Kim, Seul-Kee;Kim, Myung-Gwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.6
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    • pp.125-130
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    • 2010
  • Cooperative learning is a successful teaching strategy in which small teams, each with students of different levels of ability, use a variety of learning activities to improve their understanding of a subject. Each member of a team is responsible not only for learning what is taught but also for helping teammates learn, thus creating an atmosphere of achievement. In this study, we have propose an english, math education program to the children of elementary school and cooperative learning program technique was applied to implement the program. By cooperative learning program, learners will be performed at the same time learning cooperatively. Finally, we have implement a prototype of cooperative learning program and take a usability test with elementary school children. A complementary team to score and mixed was found to be most effective.

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

  • Lee, Jeonghyun;Park, Jaekyu;Choe, Jaeho;Park, Sungjoon;Jung, Eui S.
    • Journal of Korean Institute of Industrial Engineers
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    • v.41 no.2
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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.

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

  • Lee Dong-Kyu
    • Education of Primary School Mathematics
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    • v.9 no.2 s.18
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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
    • Oral Biology Research
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    • v.42 no.4
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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.

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

  • Han, Sun-Hee;Shin, Young-Seob;Lee, Jae-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.7
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    • pp.111-118
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    • 2019
  • In this age where the social environment is changing rapidly and unpredictably, interest in safety from crime is increasing in Korean society. As the desire to live a life free from the fear of crime increases, interest in the construction of safe cities is also rising nationwide. For this, it is important to develop precision-positioning technology and support-service and intelligent security-service technology based on spatial information. Therefore, this study analyzes cases of multiple CCTV collaboration technology from among the intelligent-security technologies, and evaluates the technology's guarantee system through the evaluation system of the Technology Guarantee Fund, and evaluates continuity based on innovation, spreadability, usability, and proposed commercialization in order to enable utilization and commercialization. As a result of analyzing multiple CCTV collaborative technologies through the evaluation system of the Technology Guarantee Fund, the technology with the highest outlook was given five points, and the others were rated as excellent in terms of spreadability, usability, and differentiation. For innovation, the score was three points lower than the other evaluation items, but we expect to overcome that by introducing the latest technology and converging it with other technologies, such as the Internet of Things.

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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    • v.14 no.4
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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.

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

  • Park, Ga-Yeong;Ra, Ha-Na;Kim, Ha-Yun;Cho, Yong-Sik;Kim, Kyung-Mi
    • Journal of the Korean Society of Food Culture
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    • v.34 no.4
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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.

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

  • Jihye, Lim;Jaewoo, Lee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.27 no.1
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    • pp.87-96
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    • 2023
  • As the number of security vulnerabilities increases yearly, security threats continue to occur, and the vulnerability risk is also important. We devise a security threat score calculation reflecting trends to determine the risk of security vulnerabilities. The three stages considered key elements such as attack type, supplier, vulnerability trend, and current attack methods and techniques. First, it reflects the results of checking the relevance of the attack type, supplier, and CVE. Secondly, it considers the characteristics of the topic group and CVE identified through the LDA algorithm by the Jaccard similarity technique. Third, the latest version of the MITER ATT&CK framework attack method, technology trend, and relevance between CVE are considered. We used the data within overseas sites provide reliable security information to review the usability of the proposed final formula CTRS. The scoring formula makes it possible to fast patch and respond to related information by identifying vulnerabilities with high relevance and risk only with some particular phrase.

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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    • v.24 no.3
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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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    • v.23 no.10
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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.