• Title/Summary/Keyword: User Experience-based Design

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Suggestions for Advanced YouTube E-learning Service for MZ Generation (MZ세대를 위한 유튜브 이러닝의 고도화 서비스 제안)

  • Ha, Jae-Hyeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.309-316
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    • 2022
  • This study is a study on the YouTube e-learning advanced service plan in the non-face-to-face era. The trends in education change were examined through literature research and prior research, and improvement measures were suggested through online surveys and in-depth interviews. As for the research method, the first online survey was conducted based on the Honeycomb model and the Likert 5-point scale targeting 90 MZ generation who have experience learning on YouTube for a total of 14 days from October 15 to 28, 2021. A second in-depth interview was conducted with 6 people who answered that the frequency of learning through YouTube is high. As a result of the experiment, users thought that there was an improvement point according to the purpose of learning, and they were able to derive elements that felt a problem in common. In addition, I proposed a new YouTube learning platform through additional questions. Through this study, it is expected that YouTube e-learning service reference materials can be used to respond to the post-non-face-to-face era.

Basic Study for Selection of Factors Constituents of User Satisfaction for Micro Electric Vehicles (초소형전기차 사용자만족도 구성요인 선정을 위한 기반연구)

  • Jin, Eunju;Seo, Imki;Kim, Jongmin;Park, Jejin
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.41 no.5
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    • pp.581-589
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    • 2021
  • With the recent increase in the introduction of micro-electric vehicles in Korea, interest in micro-electric vehicle user satisfaction is increasing to revitalize related markets. In this paper, a basic study was conducted on the development of public services using micro-electric vehicle based on the constituent factors of user satisfaction. The survey includes: ① 'Analytic Hierarchy Process (AHP) for selecting the priority factors of user satisfaction of micro-electric vehicles', ② 'A survey of micro-electric vehicles image' to collect data in advance for providing users' preferences and transportation services for micro-electric vehicles, ③ In order to investigate the user satisfaction level of users who actually operated micro-electric vehicles, the order of 'user satisfaction survey of micro-electric vehicle drivers' was conducted. In the Analytic Hierarchy Process (AHP) analysis, it was found that users regarded as important in the order of 'user utilization data', 'vehicle movement data', and 'charging service data'. In the micro-electric vehicle image survey, users perceived micro-electric vehicles more positively in terms of "safety", 'durability', 'Ride comfort', 'design', 'MOOE (Maintenance and other operating expense)', and 'environment-friendly' when comparing micro-electric vehicles with electric motorcycles. In the survey on the user satisfaction of micro-electric vehicle drivers, the use of micro-electric vehicle did not directly affect work performance efficiency, and there was an experience of being disadvantaged on the road due to the size of the micro-electric vehicle, and driving in a cluster of micro-electric vehicle for outdoor advertisements. The city's public relations effect was great, but it was concerned about safety. In the future, based on the results of this study, we plan to build a user satisfaction structural equation model, preemptively discover feedback R&D for micro-electric vehicle utilization services in the public field, and actively seek to discover new public mobility support services.

A Checklist to Improve the Fairness in AI Financial Service: Focused on the AI-based Credit Scoring Service (인공지능 기반 금융서비스의 공정성 확보를 위한 체크리스트 제안: 인공지능 기반 개인신용평가를 중심으로)

  • Kim, HaYeong;Heo, JeongYun;Kwon, Hochang
    • Journal of Intelligence and Information Systems
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    • v.28 no.3
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    • pp.259-278
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    • 2022
  • With the spread of Artificial Intelligence (AI), various AI-based services are expanding in the financial sector such as service recommendation, automated customer response, fraud detection system(FDS), credit scoring services, etc. At the same time, problems related to reliability and unexpected social controversy are also occurring due to the nature of data-based machine learning. The need Based on this background, this study aimed to contribute to improving trust in AI-based financial services by proposing a checklist to secure fairness in AI-based credit scoring services which directly affects consumers' financial life. Among the key elements of trustworthy AI like transparency, safety, accountability, and fairness, fairness was selected as the subject of the study so that everyone could enjoy the benefits of automated algorithms from the perspective of inclusive finance without social discrimination. We divided the entire fairness related operation process into three areas like data, algorithms, and user areas through literature research. For each area, we constructed four detailed considerations for evaluation resulting in 12 checklists. The relative importance and priority of the categories were evaluated through the analytic hierarchy process (AHP). We use three different groups: financial field workers, artificial intelligence field workers, and general users which represent entire financial stakeholders. According to the importance of each stakeholder, three groups were classified and analyzed, and from a practical perspective, specific checks such as feasibility verification for using learning data and non-financial information and monitoring new inflow data were identified. Moreover, financial consumers in general were found to be highly considerate of the accuracy of result analysis and bias checks. We expect this result could contribute to the design and operation of fair AI-based financial services.

UX Evaluation of Financial Service Chatbot Interactions (금융 서비스 챗봇의 인터렉션 유형별 UX 평가)

  • Cho, Gukae;Yun, Jae Young
    • Journal of the HCI Society of Korea
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    • v.14 no.2
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    • pp.61-69
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    • 2019
  • Recently, as a new ICT trend, emerging chatbots are actively introduced in the field of finance. Chatbot conducts services through the interaction of communication with users. The purpose of this study is to investigate the effect of interaction dialogue type on the efficiency, usability, sensibility and perceived security of financial service chatbot. Based on theoretical considerations, I have divided into closed conversation, open conversation, and mixed conversation type based on the conversation style based on the implementation method of chatbot. Three types of Financial Chatbot prototypes were made and the experiments were conducted after account inquiry, account transfer, Q & A financial task execution. As a result of experimental research analysis, chatbot's interaction dialogue type was found to affect efficiency and usability. Users have shown that the interaction of closed conversations and mixed conversations is an intuitive interface that allows financial services to be easily manipulated without error. This study will be used as a resource to improve the user experience that requires deep understanding of financial chatbot users who should consider both the emotional element of artificial intelligence that provides services through natural conversation and the functional elements that perform financial business can be.

A Study on 3D Character Design for Games (About Improvement efficiency with 2D Graphics) (3D Game 제작을 위한 Character Design에 관한 연구 (3D와 2D Graphics의 결합효율성에 관하여))

  • Cho, Dong-Min;Jung, Sung-Hwan
    • Journal of Korea Multimedia Society
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    • v.10 no.10
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    • pp.1310-1318
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    • 2007
  • First of all, What was the modeling technique used to model 3D-Game character? It's a technique developed along several years, by experience... here is the bases Low polygons characters I always work in low polygon for two reasons -You can easily modify a low-poly character, change shapes, make morph for facial expressions etc -You can easily animate a low-poly character When the modeling is finished, Second, In these days, Computer hardware technologies have been bring about that expansion of various 3D digital motion pictured information and development. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. Besides, as computing power has been better and higher, the development of 3D Animations and Character are required gradually. In order to satisfy the requirement, Research about how to make 3D Game modeling that represents Character's emotions, sensibilities, is beginning to set its appearance. 3D characters in 3D Games are the core for the communications of emotion and the informations through their facial expression and characteristic motions, Sounds to Users. All concerning about 3D motion and facial expression are getting higher with extension of frequency in use. Therefore, in this study we suggest the effective method of modeling for 3D character and which are based on 2D Graphics.

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A study on mobile phone using behavior by age group (연령별 휴대폰 사용실태에 관한 연구)

  • Yun, Hun-Yong;Yun, U-Sun;Nam, Chang-Su
    • Journal of the Ergonomics Society of Korea
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    • v.23 no.2
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    • pp.105-120
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    • 2004
  • With the new technology and the popularization of mobile phone. the functions and designs of mobile phone have been varied rapidly. However. based on the user's level of familiarity on mobile phone function and knowledge of information technology. the using behaviors of mobile phone. especially between the young users who are well acquainted with the latest function and technology and the over middle-aged users who are relatively not. would be quite different. A survey was conducted to investigate the various using behaviors of mobile phone in different age groups. The total number of six hundred and sixty-seven people from age seventeen to sixty participated in this study. The participants were divided into young group (age between 17 to 29) and the over middle-aged group (age between 40 to 60) to compare the difference group considered design. price. and function of the mobile phone as three important factors. on the other hand. the over middle-aged group considered quality of communication. price and ease of use as three important factors. All the respondents of the young group know how to use the text messaging function. however for the over middle-aged group. 40% of the respondents knows how to use the text messaging function. The over middle-aged group seemed mainly use the mobile phone for voice communication. however the young group had a tendency to communicate each other with short text message rather than through voice conversation. Twenty percentage of young group responded that they had an experience of pain or discomfort at the thumb. the thenar eminence area. or carpus area during pushing the mobile phone keypad. The excessive frequent use of keypad may cause the risk of repetitive strain injury (RSI). The results of this study could provide important information to understand the way of using mobile phone in different age groups. and also could be used to design and market the mobile phone.

Modeling the Calculation of Lateral Accelerations in Railway Vehicles as a Tool of Alignment Design

  • Nasarre, J.;Cuadrado, M.;Requejo, P.Gonzalez;Romo, E.;Zamorano, C.
    • International Journal of Railway
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    • v.2 no.3
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    • pp.118-123
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    • 2009
  • Railway track alignment Standards set a minimum lenght value for straight and circular alignments (art. 5.2.9.), in order to ensure passenger ride comfort in railway vehicles of which dynamic oscillations will thus have to be limited. The transitions between alignments can cause abrupt changes (usually called discontinuities or singular points of the alignment) of curvature, of rate of change of curvature or of rate of change of cant. A passenger is likely to experience effects due to the excitation of the elastic suspension of the vehicle which generates oscillations that are damped as the vehicle moves away from the singularity. The amplitude of these oscillations should be adequately attenuated by the damping of the suspension system within the interval between two successive singular points, especially to avoid resonances. Therefore minimum lengths between two successive singular points are stated in alignment standards. Nevertheless, these nonnative values can be overly conservative in some cases. As an alternative, track alignment designers could try to assess how much the excitation has been attenuated between two successive singular points and thus assess at which point a new singularity may be present without affecting ride comfort. Although such assessment can be made with commercial SW packages which simulate the dynamic behavior of a vehicle considered as a set of rigid bodies interconnected with elastic elements simulating the suspension systems (such as SIMPACK, ADAMS or VAMPIRE), a simplified and user-friendly computation method (based upon the analytical solution of differential equations governing the phenomenon) is made available in this paper to track design engineers, not always used to working with full dynamic models.

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Interference Space Reuse and the Adoption Strategy through QoS Constraints in Three-Cell Downlink MIMO Interference Channels (3-Cell 하향링크 MIMO 간섭 채널에서의 간섭 공간 재활용 및 QoS Constraint에 따른 그 적용 방안)

  • Yoon, Jangho;Lee, Hwang Soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37A no.12
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    • pp.1093-1105
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    • 2012
  • We propose an interference space reuse (ISR) algorithm for the MU-MIMO design in 3-cell downlink interference channels. Also, we provide a strategy for the adoption of the ISR scheme in the cellular network. In the multicell interference channels, the cell edge users may undergo severe interferences and their signals should be protected from the interferers for reliable transmissions. However, the intra cell users do not only experience small interferences but also they require small transmission power for stable communication. We provide a vector design algorithm based on ISR, where intra cell users are served through reusing the cell edge users' interference space. The performance enhancement reaches 20% compared to the fractional frequency reuse (FFR) scheme combined with IA through the scheduling between the cell edge users and the intra cell users. Also, it can be used to enhance the cell edge throughput when the quality of service (QoS) requirements of the intra cell users are fixed.

Unmanned Vehicle-based Realistic Content Training Course Design (무인이동체 기반 실감 콘텐츠 교육 과정 설계)

  • Jin, Young-Hoon;Lee, MyounJae
    • Journal of Internet of Things and Convergence
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    • v.8 no.2
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    • pp.49-54
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    • 2022
  • Immersive contents is content that provides a realistic experience by maximizing the user's five senses, and includes virtual reality, augmented reality, and mixed reality. In order to provide a sense of reality to users in immersive content, it is necessary to provide realistic visual images, hearing, and touch. However, due to the rapid change in the environment for developing immersive content, experts in training human resources are having difficulties in designing the curriculum. In this study, we propose a series of educational courses that use drones to acquire and process real-world measurement data and apply the derived data to VR, AR, and MR to help experts in training immersive content develop talent. The design of training process composes through demand survey and analysis of companies, students, and local communities. This study can be a useful resource for education experts who want to train immersive contents manpower.

Analysis of the key Factors that Influence Emotional Web Design and its Effects on Brand Attitude - focus on Fastfood WebSites - (웹에서의 감성디자인이 브랜드태도에 미치는 효과와 영향요인 분석 - 패스트푸드 사이트를 중심으로 -)

  • 윤다연;이현주
    • Archives of design research
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    • v.17 no.1
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    • pp.153-162
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    • 2004
  • This paper focused on the effect of Kansei design on the web in branding as well as its influence factors. As a key of this research, it classified web users' Kansei into five categories; 1) functional Kansei, 2) sensoryKansei, 3) psychological Kansei, 4) relational Kansei and 5) cultural Kansei, and organized relevant factors. Online surveys were conducted on seven websites of the fast food brands in Korea (Lotteria, Mcdonald, BurgerKing, Popeyes, KFC, Pizza Hut, Domino's) which are targeting 463 male and females in 20s. As a result, an average of 58% responded that they had a positive Kansei experience and could enhanceits brand preference. Of the sensory Kansei, visual design factors were the one that gave the greatest effect on brand preference enhancement. Regarding the functional Kansei satisfaction, such as user convenience and access speed were also one of the most crucial variables for the whole Kansei satisfaction. Moreover, the preference enhancement brought not only a positive effect on its reliability but also its brand image and consumers' purchasing desire. Based on the survey results, the additional FGI (Focus Group Interview) had been conducted and determined \circled1 what kind of major Kansei that users wanted to have satisfied, \circled2 what type of design can give strong Kansei appeal to its users, and \circled3what design factors gave an effect on sensory emotion. In the course of this research, Itried to renew the awareness of the web importance as a major channel in non-mass interactive marketing, and suggest the effect and its possibility of emotional branding through Kansei design in the web as well as design principles of strategic Kansei design.

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