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

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A Study on Knowledge.Information Service with Electronic Culture Maps (전자문화지도를 활용한 지식정보서비스 연구 -조선족문화지도 중심으로-)

  • Kim, Dong-Hun;Kim, Sang-Hyeon;Moon, Hyun-Joo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1316-1320
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    • 2009
  • Since most information is readily available these days, the shear volume of the information simply overwhelms people, rather than helping them as a form of useful knowledge. Thus, the quantity of information someone owns doesn't possess much significance. The possibility to well-utilize the quality information is much more important these days. Electronic culture map service is being provided these days to introduce various cultural information to people around the world. But its service is limited to 'visualization, collection, and integration of the data.' Which means, electronic culture maps are no more than a simple data collector. The main purpose of this thesis is to develop a new kind of knowledge/information service method which overcomes these shortcomings. To achieve this goal, at first, the thesis will take a close look at the characteristics and functions of Chosunjock culture maps, and then, it will clarify the definition of data, information, knowledge of cultural resources. And secondly, nd thirdly, the thesis will look up the Wayfinding contents, User Experience Design, User Context, and Organic design for knowledge/information service. And lastly, the thesis will develop the knowledge/information service, specifically based on Chosunjock cultural resources.

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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.

What Determines the Emotional Quality of Homepage\ulcorner - from the emotion, users and designers perspectives (무엇이 홈페이지의 감성 품질을 결정하는가\ulcorner -감성 측면과 디자이너의 측면 그리고 사용자 측면을 중심으로)

  • 박수이;최동성;김진우
    • Archives of design research
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    • v.15 no.4
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    • pp.97-110
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    • 2002
  • As users environments change, users primary needs for homepages also change more complicatedly. Today, users do not only want usability for homepages, but also to feel appropriate emotional experiences. Despite users needs, users do not always experience appropriate emotions that are conveyed by designers through homepage. I In this research paper, we analyzed the related factors with the emotional quality, which means the degree that users feel target emotions intended by designers. For analyzing factors related with the emotional quality, three hypotheses were verified; the factor of an emotion, the factor of users and the factor of designers. As the factor of emotions, the first hypothesis is that unclear emotional dimensions in users minds are related with the emotional quality. The second hypothesis, as the factor of users, is that the diversity of users experiences by same homepage is related with the emotional quality. The third hypothesis, as the factor of designers, is that the appropriate selection of design elements is related with the emotional quality. In the previous research, we selected the basic 13 emotional dimensions and 30 representative emotional words based on the statistical results and evaluations by professional designers. For this research, we conducted an experiment and user survey. In the experiment, we asked 30 designers to design homepages focusing on the typical emotion that was presented by a researcher. Based on the designing process and user evaluation, we performed statistical analyses: ANOVA with Tukey post hoc method and Factor Analysis. We found the discrepancy between the emotions that designers intend and the actual emotions that users experienced from homepages. From the result of analysis, we know that the factor of users and the factor of designers related with the emotional qualities, but the factor of emotions did not. The definiteness of emotions did not relate with the emotional quality. However, the diversity of emotions that users feel seeing the same homepages and design elements that designers chose for conveying target emotion related with the emotional quality.

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Educational Game Making-Tool Development using Unity3D Engine: Birth of Game (Unity3D를 이용한 전래동화 게임 제작 툴 개발)

  • Lim, C.J.;Han, Won Dae;Guen, Jeong Yun
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.29-38
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    • 2014
  • This paper proposed a tool how to make the educational game for users who don't have professional knowledge about game production technique and It was sought how they can make directly the educational game customized form what they want. It joined with forgotten Korean folk tales. And It evolved into a new game-making tool that is based on Korean folk tales. Users will design, play and share their games themselves with this tool. It was also produced to involve the children more easily and fun in the education while providing and sharing the fairy tales which teachers directly designed by this tool. This tool will give a chance to look back on forgotten Korean folk tales and will play role as a educational game for young students. Through this game, young students will receive good Korean traditional cultures and will gain wisdom, humor and lessons in a game. And adults will feel homesick.

The Improvement of Mouse-Keyboard Control UI for 3D VR Contents (3차원 VR 콘텐츠의 마우스-키보드 조작 UI 개선)

  • Roh Hwan-Bum;Seo Jong-Hwan
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.184-192
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    • 2005
  • The best way to express space effectively on internet is to use 3D VR(Virtual Reality) contents. But it is too difficult to control the 3D VR space with the 2D device. So the content makers cannot solve this problem easily. Besides they define the UI control in their own subjective way which makes the users confused. The purpose of this study is to present the grounds for the Control UI standardization by studying the deriving improvement direction. First of all, we categorize current control UI designs for space-VR on web service by controlling method features into three Types. Next we itemize the main improvement direction that is based on our analysis. First, the UI design that maintains for a typical 2D Input Device method to help the beginner users. Secondly, the concise UI that allows users to Immerse easily in VR. Thirdly, the control level construction that satisfies both users who are skillful at 3D games and users who have little experience with these devices. In this way, we propose the most suitable control UI model that satisfies these improvement directions. We expect the result of our study to serve as an important basis for the standardization of VR services.

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Design and Implementation of Educational Content Authoring Tool for Smart Devices (스마트 디바이스를 위한 교육용 콘텐츠 저작 도구 설계 및 구현)

  • Kwon, Sun-Ock;Kim, Jong-Oh;Ju, Seong-Yeon;Jeong, Ji-Seong;Yoo, Kwan-Hee
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.1-8
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    • 2013
  • Teachers, who are the subject of on-site training, cannot create education content easily reflecting their experience for themselves, and also cannot distribute the content to leaners. Even though the content is distributed, there are limited in available devices as well as representable content features. So, an applicable authoring tool is needed at the user level. In this paper, we propose an authoring tool by which users and teachers can make education content easier based on WYSIWYG interface, and can distribute that. The proposed authoring tool supports various media education content of XML format so that viewers on various smart devices can see the content regardless of operating systems. And not only we conduct survey of users to evaluate convenience and expression of proposed authoring tool, but also we check whether the content can be equally visualized on various smart devices.

Utilization of machining templates to improve 5-axis CAM machining process (5축 CAM 가공 작업 프로세스 개선을 위한 가공 템플릿 활용)

  • Lee, Dong-Cheon;Kim, Seon-Yong
    • Design & Manufacturing
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    • v.11 no.1
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    • pp.45-49
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    • 2017
  • Currently, a lot of efforts to make increases the manufacturing efficiency have tried and there is growing the interest to implementing the machining operation through CAM automation and optimization. This kind of movement has shown gradually in 5X milling as well as 3X milling task. By the way, in case of 5X milling, it is difficult to hire the CAM experts who is an experience for 5X machining and also it has too big trouble to use them due to high cost. For this reason, you can see the manufacturer who is concern the CAM S/W to provide the NC automation program that beginners can generate easily the 5X milling in short term and the existing 5X milling process can be improved. These requirements need to make a NC automation process including the practical machining strategies same as the generation by NC expert. In order to support this, it is necessary to directly apply the 3D machining part based on NC template which includes the machining procedures, standard cutter library, auto machine area selection, analyze tool for part shape, machining condition setting considering the material stiffness to be provided by CimatronE and it should be created the 5axis machining data by a minimized operation. With user-friendly, CimatronE's NC machining automation tools improve the 5-axis machining process and speed up the process, maximizing work efficiency and improving product productivity compared to existing machining tasks.

The Effect of Online and Offline Quality Factors on the Continuous Intention to Use of Delivery App Services (배달앱 서비스의 온·오프라인 품질요인이 지속이용의도에 미치는 영향)

  • Lee, Moon-Bong;Lee, Og
    • The Journal of Information Systems
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    • v.29 no.3
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    • pp.215-236
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    • 2020
  • Purpose/Design The purpose of this study is summarized as follows. First, we want to derive the quality dimension of the delivery app services based on the experience of the users of the delivery app. Second, we would like to identify the continuous intention to use, taking into account the integrated nature of online and offline quality. Third, the online and offline quality factors of the delivery app services shall be checked in an exploratory manner to see how they affect perceived value, satisfaction, and continuous intention to use. In order to demonstrate the purpose of this study, a self-report survey was conducted in which respondents directly responded. A questionnaire of 295 people was identified as a valid sample and used for the final analysis. Findings The summary of the hypothesis test results is as follows. First, the system quality among the online characteristics does not have a significant impact on both perceived values and user satisfaction. Second, the hypothesis that information quality affects satisfaction and perceived value was adopted. Third, the service quality was shown to be a significant factor affecting perceived value and satisfaction. Fourth, the delivery quality among offline characteristics was found to have no significant effect on perceived value and satisfaction. Fifth, the hypothesis test of commodity quality showed that both perceived value and satisfaction had a significant impact. Sixth, satisfaction in the delivery app service showed a positive effect on the continuous intention to use.

Lightweight Framework For Supporting Mobile Web Development (초고속 모바일 웹 개발을 위한 경량화 프레임워크)

  • Shin, Seung-Woo;Kim, Haeng-Kon
    • Journal of Internet Computing and Services
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    • v.10 no.4
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    • pp.127-138
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    • 2009
  • Mobile web applications are being used and changed rapidly due to the growth of mobile device performance. But, cost of development environment and standards make the high development cost and low productivity. It is main reason that the design and implementation of the applications are more time consuming than general computing environments. In this paper, we propose MWeb(MobileWeb)-Framework based on the agile methodology and Ruby on Rails that is a kind of framework for supporting mobile web application development using mobile web standards. This work consists of the mobile web development architecture and agile process model. MWeb-Framework will support the same user experience to the different devices. We validates the framework by implementing the case studies through suggested mobile web development framework. As a result, we can develop the mobile web applications with productivity and quality. In the future, we will suggest how to make the MWeb-Framework standardization and practically apply the frameworks the various case studies to improve framework potentially problems.

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Enabling Performance Intelligence for Application Adaptation in the Future Internet

  • Calyam, Prasad;Sridharan, Munkundan;Xu, Yingxiao;Zhu, Kunpeng;Berryman, Alex;Patali, Rohit;Venkataraman, Aishwarya
    • Journal of Communications and Networks
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    • v.13 no.6
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    • pp.591-601
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    • 2011
  • Today's Internet which provides communication channels with best-effort end-to-end performance is rapidly evolving into an autonomic global computing platform. Achieving autonomicity in the Future Internet will require a performance architecture that (a) allows users to request and own 'slices' of geographically-distributed host and network resources, (b) measures and monitors end-to-end host and network status, (c) enables analysis of the measurements within expert systems, and (d) provides performance intelligence in a timely manner for application adaptations to improve performance and scalability. We describe the requirements and design of one such "Future Internet performance architecture" (FIPA), and present our reference implementation of FIPA called 'OnTimeMeasure.' OnTimeMeasure comprises of several measurement-related services that can interact with each other and with existing measurement frameworks to enable performance intelligence. We also explain our OnTimeMeasure deployment in the global environment for network innovations (GENI) infrastructure collaborative research initiative to build a sliceable Future Internet. Further, we present an applicationad-aptation case study in GENI that uses OnTimeMeasure-enabled performance intelligence in the context of dynamic resource allocation within thin-client based virtual desktop clouds. We show how a virtual desktop cloud provider in the Future Internet can use the performance intelligence to increase cloud scalability, while simultaneously delivering satisfactory user quality-of-experience.