• Title/Summary/Keyword: User Experience Differences

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Design and Implementation of collaborative system for mobile devices (모바일 기기를 위한 협동작업 시스템의 구현)

  • 이은령;김지용;김두현
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.5B
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    • pp.512-521
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    • 2003
  • In this paper, we introduce our experience of the design and implementation of mobile collaboration system(MCS) that support people using mobile devices to participate in cooperative session. There are considerable differences between desktop PC and mobile devices like PDA in processing ability, resolution of display and color degree. In the case of mobile devices, they use different processors and different operating system and they have even differences in ability of executing application. The mobile collaborative system based on T.120 protocol of ITU-T standard compromised of mobile collaboration server, mobile collaboration client, session node and application. We also define the session node in desktop PC in which session control block and communication block runs. This node provide functions of session control block and communication block to mobile collaboration clients and so lighten load of clients. The mobile collaboration server provides information of candidates for session node, session and user to mobile collaboration client. And this server support clients to configure their own session node and manage sessions. Only the mobile collaboration client module and applications including APE are executed in a mobile device when user using mobile devices would like to participate in cooperative session. We implemented mobile collaboration client and applications with JAVA to support platform independency.

The study of consumer types according to the level of digital divide (디지털 정보격차 수준에 따른 소비자유형 연구)

  • Baek, Ji-Yeon;Jang, Eun-Gyo;Lee, Jin-Myong
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.193-202
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    • 2022
  • The purpose of this study is to propose an effective informatization policy by categorizing consumer groups according to the level of digital divide and identifying the characteristics of each type. For this end, a total of 402 data were collected through an online and on-site surveys targeting consumers with internet experience, and the data were analyzed using the SPSS 26.0 program. As a result of conducting a K-means cluster analysis based on access to, capability, and utilization of digital devices, four consumer groups were categorized: 'device lover', 'proficient user', 'general user', and 'digital alienated'. By consumer type, significant differences were found in demographic characteristics, social capital, perception of the future information society, attitude toward technology as innovativeness, discomfort and familiarity, which are the antecedent variables of the digital divide. Significant differences in digital device satisfaction and intention to use, which are outcome variables of the digital divide, were also confirmed by consumer type. This study is academically and practically valuable in that it proposes customized informatization policies for each consumer group according to the level of digitization.

The Size Specification by Catalogue and Online-order for Apparel(Part I) - the Catalogue and Online-order Market Compared between Korea and the U.S. Through the Surveys Using PC-Network - (통신판매용 의류제품의 사이즈 체계에 관한 연구(제1보) -미국과 한국의 통신판매 이용현황 비교분석 : PC통신을 이용하여 -)

  • 최혜선;김선희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.22 no.5
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    • pp.585-596
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    • 1998
  • This report gathers data on current catalogue and online order market in the apparel products in order to: 1) identify the current status and critical issues in this area, and 2) identify the differences between the department store markets and the domestic markets on catalogue and online order. In addition, it collected the information on consumer shopping behaviors through surveys in both Korea and the U.S., in order to: 1) compare the consumer behaviors between both countries, and 2) identify any correlations with demographic factors such as sex, age, marriage status, income, education. This was discovered by means of the collected data that in Korea there were the problefls related to the apparel products and the apparel size specification, and related to the p.c.-network. Also in Korea the department store companies do not have properly worked out size specifications and are more likely to use 'freesize' categories, while in the U.S. and Europe the reverse was found and the size specification gave more detailed information. Results of the questionnaire suggested that the U.S. was superior in the almost part of questionnaires especially in terms of the user's experience and satisfaction with catalogue & online order in apparel. Additionally, the U.S. had 2.5 times more catalogues and online sites and those were more frequently used compared to those in Korea. The consumer shopping behaviors in Korea showed a correlation with sex, age, job, marriage status and income. And there were significant correlations with education, sex and income in the U.S.

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Assessment of ECCMIX component in RELAP5 based on ECCS experiment

  • Song, Gongle;Zhang, Dalin;Su, G.H.;Chen, Guo;Tian, Wenxi;Qiu, Suizheng
    • Nuclear Engineering and Technology
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    • v.52 no.1
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    • pp.59-68
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    • 2020
  • ECCMIX component was introduced in RELAP5/MOD3 for calculating the interfacial condensation. Compared to other existing components in RELAP5, user experience of ECCMIX component is restricted to developmental assessment applications. To evaluate the capability of the ECCMIX component, ECCS experiment was conducted which included single-phase and two-phase thermal mixing. The experiment was carried out with test sections containing a main pipe (70 mm inner diameter) and a branch pipe (21 mm inner diameter) under the atmospheric pressure. The steam mass flow in the main pipe ranged from 0 to 0.0347 kg/s, and the subcooled water mass flow in the branch pipe ranged from 0.0278 to 0.1389 kg/s. The comparison of the experimental data with the calculation results illuminated that although the ECCMIX component was more difficult to converge than Branch component, it was a more appropriate manner to simulate interfacial condensation under two-phase thermal mixing circumstance, while the two components had no differences under single-phase circumstance.

Usability Principles for a Mobile Augmented Reality Application -Focus on Wayfinding- (증강현실 기반 모바일 애플리케이션의 사용성 원칙 연구 -길찾기 서비스 중심으로-)

  • Yoo, Chang-Hwa;Oh, Dong-Woo
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.643-651
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    • 2022
  • The mobile augmented reality(MAR) market is rapidly growing with following the sudden rise of the metaverse. However, research on improving user experience in mobile augmented reality environment is lacking. This study aims to develop the usability principles of an AR-based smartphone app. The research conducts following methods. 1)The characteristics of MAR were understood to identify usability elements of AR apps. 2)Usability principles were collected through analysis of case studies on the usability of AR and the 14 usability principles were developed through in-depth interviews with experts for the purpose of chunking. 3)To verify the 14 developed usability principles, evaluation items were composed based on the usability principles and usability evaluation survey was conducted. Consequently, significant differences were found in immersivity, presence, efficiency, satisfaction, playfulness and It was verified that the developed usability principle is useful in developing AR based smartphone apps. This study is meaningful in that it conducted the basic research of mobile AR usability principles

Cybersickness and Experience of Viewing VR Contents in Augmented Reality (증강현실에서의 가상현실 콘텐츠 시청 경험과 사이버 멀미)

  • Jiyoung Oh;Minseong Jin;Zion Park;Seyoon Song;Subin Jeon;Yoojung Lee;Haeji Shin;Chai-Youn Kim
    • Science of Emotion and Sensibility
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    • v.26 no.4
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    • pp.103-114
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    • 2023
  • Augmented reality (AR) and virtual reality (VR) differ fundamentally, with AR overlaying computer-generated information onto the real world in a nonimmersive way. Despite extensive research on cybersickness in VR, its occurrence in AR has received less attention (Vovk et al., 2018). This study examines cybersickness and discomfort associated with AR usage, focusing on the impact of content intensity and exposure time. Participants viewed 30-minute racing simulation game clips through AR equipment, varying in racing speed to alter content intensity. Cybersickness was assessed subjectively using the Simulator sickness questionnaire (SSQ; Kennedy et al., 1993). Findings revealed a progressive increase in cybersickness with longer exposure, persisting even after removing the AR equipment. Contrarily, content intensity did not significantly influence cybersickness levels. Analysis of the SSQ subscales revealed higher oculomotor (O) scores compared to nausea (N) and disorientation (D), suggesting that discomfort primarily stemmed from oculomotor strain. The study highlights distinct differences in user experience between AR and VR, specifically in subjective responses.

A Study on the Placeness Formation of Elementary and Secondary School Students in School Libraries (학교도서관에 대한 초·중등 학생의 장소성 형성구조에 관한 연구)

  • Lee, Byeong-Kee
    • Journal of Korean Library and Information Science Society
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    • v.48 no.2
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    • pp.73-97
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    • 2017
  • School Library is both a space and a place. The difference between space and place is the same as in the difference between house and home. Space may be described in terms of physical shape. Place is concept that formulated by personal experience. The social and cognitive developmental stages of elementary, middle and high school students are different, so the placeness or sense of place may be different. The purpose of this study is to figure out the differences in elementary and secondary school student's formative factors of placeness and examine the process that those factors are connected to the results of the user behavioral intentions through the medium of place attachment, place value perception. The data are collected from 590 students and analyzed by SPSS 19 and AMOS 19. The results of this study are as follows. The physical, active behavioral and psychological factors affect on placeness formation of elementary and secondary school students in school libraries. Elementary school students are significantly affected more by physical factors, active behavioral factors than middle and high school students. This study confirmed the process that those factors are connected to the results of the user behavior through the medium of place attachment, place value perception.

The Relations Between Elementary Pupils' Game Addiction, Aggression and Personality (초등학교 학생들의 게임 중독과 공격성 및 인성과의 관계)

  • Lee, Chul-Hyun;Jeong, Gye-Hwan
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.417-438
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    • 2005
  • The purpose of this study was to find out the relations between elementary children's game addition, aggression, and personality, by making a survey with 360 children of 5th and 6th grade in the Metropolitan are. The results were made as follows: First, as it examined the real condition of computer addition, it presented a low level of addiction. There was a meaningful difference according to their gender, however no meaningful differences were found between the grades. It found that the more they had game experience, game frequency, game concentration, the more they were addicted. Second, there were significant differences when investigated the relations of game addiction and aggression, students who were in severe addicted group showed more aggressive attitudes. Aggression in general, seemed less related to the gender, but related to the level of addiction, showing higher level of physical, linguistic, negative, indirect aggression in the more addicted group. Third, when it compared the difference between the general personality by the level of game addiction, there was a meaningful difference statistically in the addicted level of p<0.01. In detail, more addicted children showed low level of sociality, achievement, mobility, stability, and they showed lower figures in comparison with normal user group. It is interpreted that they dislike to get along with friends, and unstable emotionally.

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A Study on Usage Behaviors and Place Attachment of Urban SSamji Park as a Neighborhood Space - Focused on Hanpyeong Park and Hanpyeom Park located in Capital Area- (근린공간으로서 도심지 쌈지공원의 이용행태와 장소애착에 관한 연구 - 수도권 지역의 한평공원 및 한뼘공원을 중심으로 -)

  • Park, Hoon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.7
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    • pp.707-722
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    • 2019
  • The concept of neighborhood parks has been used as the principle of forming a community in our society going through modern and contemporary times. The concept of neighborhood parks equipped with physical facilities has been discussed constantly regarding the roles and meanings of them. This study focuses on pocket parks which have been playing roles in improving environment through regeneration and forming regional communities based on that as neighborhood facilities. This author carried out field investigation on total 72 Hanpyeong Park and Hanpyeom Parks formed in the capital area and examined the significance of planning them and also their utility and residents and users' attachment to them through a survey. In this process, this researcher has been able to draw following conclusions. First, according to the demographic characteristics of users, there is significant difference found by groups in terms of their place attachment to the parks. This implies that difference in the major types of residences supplied these days influences their intention to experience ecological space. Second, according to their educational background, there is significant difference found by groups regarding their place attachment to the parks. Third, according to user behavior, there are differences found in their place attachment to the parks and also detailed differences found by groups in terms of the frequency of use and duration of stay.

An Evaluation Model for Software Usability using Mental Model and Emotional factors (정신모형과 감성 요소를 이용한 소프트웨어 사용성 평가 모델 개발)

  • 김한샘;김효영;한혁수
    • Journal of KIISE:Software and Applications
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    • v.30 no.1_2
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    • pp.117-128
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    • 2003
  • Software usability is a characteristic of the software that is decided based on learnability, effectiveness, and satisfaction when it is evaluated. The usability is a main factor of the software quality. A software has to be continuously improved by taking guidelines that comes from the usability evaluation. Usability factors may vary among the different software products and even for the same factor, the users may have different opinions according to their experience and knowledge. Therefore, a usability evaluation process must be developed with the consideration of many factors like various applications and users. Existing systems such as satisfaction evaluation and performance evaluation only evaluate the result and do not perform cause analysis. And also unified evaluation items and contents do not reflect the characteristics of the products. To address these problems, this paper presents a evaluation model that is based on the mental model of user and the problems, this paper presents a evaluation model that is based on the mental model of user and the emotion of users. This model uses evaluation factors of the user task which are extracted by analyzing usage of the target product. In the mental model approach, the conceptual model of designer and the mental model of the user are compared and the differences are taken as a gap also reported as a part to be improved in the future. In the emotional factor approach, the emotional factors are extracted for the target products and evaluated in terms of the emotional factors. With this proposed method, we can evaluate the software products with customized attributes of the products and deduce the guidelines for the future improvements. We also takes the GUI framework as a sample case and extracts the directions for improvement. As this model analyzes tasks of users and uses evaluation factors for each task, it is capable of not only reflecting the characteristics of the product, but exactly identifying the items that should be modified and improved.