• 제목/요약/키워드: User Focused

검색결과 1,359건 처리시간 0.03초

웹 2.0 전망 및 서비스 동향에 관한 연구 (A Study of Web 2.0 Trend & Service View)

  • 김성호;김흥도
    • 디지털융복합연구
    • /
    • 제5권2호
    • /
    • pp.135-154
    • /
    • 2007
  • Web 2.0 is a platform which produce various service offered data from many people and it is activity open space depend on user focused community in diversity web environment. Web 2.0 is simple link structure with web site connectivity in informations such as page to page in other words, it is meaning of developing of semantical and circumstantial connection. The core of web 2.0 is user participation. RSS, Mash-up, UCC are main service of web 2.0 which make user directly participate from center of service offer to center of user manufactured an informations and then they offer re-information to other areas, also user freely express what they want through UCC and blogger. However, recently it comes the argument of skeptic of web 2.0 problem. Thus, In this research I will try to give an right comprehension and will try to have more accurate prediction of web 2.0 with the study of open service of web which is the key of web 2.0 success in a future.

  • PDF

디지털 컨버전스 환경에서 교육용 콘텐츠 활용방안에 관한 고찰 (Consideration at the idea to utilize educational cm1mts under digital convergence environment)

  • 오문석;김문석
    • 디지털산업정보학회논문지
    • /
    • 제7권4호
    • /
    • pp.101-110
    • /
    • 2011
  • The change of digital convergence service environment converted the subject of design into user -centric one instead of developer-centric one, and changed the existing design environment focused on product development into the new user -centric design environment. Accordingly, GUI considering user's usability come to take big shares in those contents being used for multimedia equipments. However, as the present educational contents provide complex interface due to its design produced based on the existing e-learning system, they have many problems in that they don't consider user's usability. Thus this paper aimed to analyze actual examples through GUI elements of educational contents being used for multimedia equipments and attempt to suggest some directions for development. additionally, consider the various characteristics of digital convergence environment and educational contents, and try to set up strategic directions possible to utilize user'-centric interface elements more usefully and properly at the time to produce designs.

ERP에 대한 사용자 저항의 영향 요인에 관한 실증적 연구 : 베트남 사용자를 중심으로 (An Empirical Study on the Factors Influencing User Resistance to ERP : Focused on the Vietnam Users)

  • 김홍근;황경태
    • Journal of Information Technology Applications and Management
    • /
    • 제22권4호
    • /
    • pp.127-158
    • /
    • 2015
  • This study analyzes the factors affecting user resistance to ERP in Vietnam, including the factors related to the cultural values of the users, which is rarely dealt in the previous ERP research. A research model is developed based on Klaus and Blanton [2010] and Hofstede [2011], consisting of the independent variables ('cultural value', 'system', 'organization', and 'process' related variables), a dependent variable ('user resistance to ERP') and a moderating variable ('self efficacy'). Major results of study include (1) users with high degree of uncertainty avoidance and femininity regard ERP as potential threat to their job and are likely to resist to ERP; (2) By training the users with high level of femininity to enhance their self efficacy, the degree of resistance to ERP can be reduced; (3) For ERP to be utilized successfully, systems should be developed in such a way in which working with ERP is not regarded as complex and difficult; and (4) communication and training play an important role in reducing the resistance of users.

사용자 만족도를 고려한 터치 버튼 사이즈에 대한 연구 (A User Satisfaction Based Touch Button Design)

  • 김진;최광수
    • 산업공학
    • /
    • 제20권4호
    • /
    • pp.539-546
    • /
    • 2007
  • This study has been conducted on touch screen interface design for mobile devices. It was intended to measure user’s satisfaction on one-handed thumb input mobile devices. Recent studies proposed the optimal touch button size, but it is inappropriate for mobile devices. Therefore, this study was focused on four touch key factors-width, height, the horizontal and vertical distance between touch keys-as independent variables. The ANOVA results showed that the user satisfaction of four touch key factors was significantly affected by the thumb input. It also apparent that the interactions between four factors were significant. As a result, the horizontal and vertical distance as well as the width and height affected the satisfaction of users. In addition, this study suggested satisfaction models which represent the top 30%, 50%, 70% of user satisfaction measurement. The results of this study could be used to design touch keys that are able to enhance the usability on touch screen based mobile devices.

하이퍼텍스트-전문가 시스템 결합 기법에 관한 연구 -콘크리트 시공에의 응용을 중심으로 - (An Investigation into Combined Hypertext-Expert System Techniques Focused on the Application to Concrete Practice)

  • 정영식;류덕용
    • 한국콘크리트학회:학술대회논문집
    • /
    • 한국콘크리트학회 1991년도 가을 학술발표회 논문집
    • /
    • pp.152-157
    • /
    • 1991
  • Expert systems represent the application of artificial intelligence research that is at least 10-15 years old. It may well take another 5-10 years before the present technology is exploited by industry. The objective of this paper is to show the applicability of Combined Hypertext-Expert System Techniques to the professionals working in the construction industry. Expert systems alone don't give the user any control over the system. Hypertext systems that focus only on displaying messages have the opposite problem. While they allow the user to control the system., the only control the system designer has is in setting up the hypertext links. Therefore the combination of these two techniques, offered by KnowledgePro, may bring us closer to real user-expert communication. The system developed in this work offers information on ACI Manual concerning various problem areas in concrete practice, consultation about mix design of concrete and guidance to identify types of cracks in concrete. Once the type of crack is identified through the rule-based knowledge, the system provides the user with remedial measures through the control of the user.

  • PDF

한옥형 숙박시설의 건축계획 연구 - 전라남도 지역 한옥형 민박을 중심으로 - (A Study on the Architectural Planning of Traditional Korean Accommodations as Hanok - Focused on Bed & Breakfast as Hanok in Jeollanam-do -)

  • 황남이;강만호;주석중
    • 한국주거학회:학술대회논문집
    • /
    • 한국주거학회 2008년 추계학술발표대회 논문집
    • /
    • pp.391-396
    • /
    • 2008
  • Recently, The culture of accommodations have been developed and diversified as there have increasing people who want to enjoy in their extra-time. However, User's satisfaction have decreasing due to the accommodations have been focused on quantity and uniformed developing. Therefore, The accommodations are needed an accurate planning that it is regarded about the characteristic of an architecture and user's emotion without the purpose of benefit or the object of developing. So, It must be overwhelmed with the things of pleasure which the people have experience. Nowadays, The concerning of traditional accommodations as Hanok have increasing that it is engaged in the concerning of eco-friendly architecture, However, there is not much studies about this object. Consequently, the purpose of this study is presentation of basic materials for the traditional accommodations as Hanok throughout investigate that.

  • PDF

생태마을 거주자의 건축·단지 계획요소에 대한 의식 변화 연구 - 안솔기마을 주민을 대상으로- (A Study on the Changes of Dwellers' Consciousness in Architectural and Planning Factors of Eco-Village - focused on the changes of dwellers' consciousness at Ansolgi Village-)

  • 송정석;윤영일;이효원
    • KIEAE Journal
    • /
    • 제7권5호
    • /
    • pp.21-28
    • /
    • 2007
  • The studies on eco-village have been focused on the notion of the village and methods to construct it. However, there haven't been enough studies to research changes of the village derived from dwellers of the village. This fact is being one of reasons to deliver many constructions of Eco-Villages being out of balance. Though the dweller is practical user of the village, planning methods concerning user's opinion are not used and even devaluated in the comparison to methods at the beginning of the planning. Thus, this study began to research dwellers' consciousness for Eco-Village and point out problems which can be happen in real life of Eco-Village.

Application of Motion Analysis to User Participation Behavior Model: Focused on Interactive Space

  • Kwon, Jieun;Nah, Ken
    • 대한인간공학회지
    • /
    • 제33권3호
    • /
    • pp.175-189
    • /
    • 2014
  • Objective: The goal of this research is to develop new user behavior model using user motion analysis with microscopic perspective for attracting user's participation in interactive space. Background: The interactive space is 'human's place', which is made up of complex elements of digital virtual space and traditional analog and physical environment based on human-computer interaction system. Human behavior has changed in it at the same time. If the user couldn't make participation in interaction, the purpose of the system is not met, which reduces its effect. Therefore, we need to focus on interactive space that is potential future direction from a new point of view. Method: For this research, we would discuss and study fields of interactive space; (1) finding definition of interactive space and studying background of theory about it. (2) providing base of user behavior model with study of user's context that is to be user information and motion. (3) examining user motion, classify basic motion type and making user participation behavior model in phases. Results: Through this process, user's basic twenty motions which are systematized are taken as a standard for analysis of interaction process and participation in interactive space. Then, 'NK-$I^5$ (I Five)' model is developed for user participation types in interactive space. There are five phases of user participation behavior: Imperception, Interest, Involvement, Immersion, and Influence. In this analysis, three indicators which are time, motion types, and user relationship are found to be related to participation. Conclusion: The capabilities and limitation of this research is discussed to attract user participation. This paper focuses especially on contribution of design to lead user's participation in interactive system and expectation to help adapt to user centered design of various interactive space with new aspect of user behavior research. Application: The results of the 'NK-$I^5$ (I Five)' model might help to realize successful interactive space based on user centered design.

MMORPG의 서사 양식 전환에 따른 사용자 정체성 연구 <블레이드 앤 소울>과 <다크폴> 분석을 중심으로 (A Study on User Identity according to MMORPG's Narrative Mode Focused on and )

  • 윤혜영;김정연
    • 한국게임학회 논문지
    • /
    • 제15권1호
    • /
    • pp.45-54
    • /
    • 2015
  • 본 논문은 MMORPG에 나타나는 서사 양식 전환과 그에 따른 사용자 정체성의 차이를 <블레이드 앤 소울>과 <다크폴>을 중심으로 분석한다. 그 결과 <블레이드 앤 소울>과 <다크폴>이 각각 이상적 서사를 중심으로 한 로망스 양식과 기반 서사가 부재하는 아이러니 양식을 지니고 있음을 알 수 있었다. 이러한 서사 양식의 전환은 사용자로 하여금 서사적 동기로 구성된 허구적 페르소나가 아닌 사용자의 사적 동기가 개입한 수행적 페르소나를 형성하도록 한다.

무역정보기술(貿易情報技術)의 수용단계별(受容段階別) 혁신저항(革新抵抗)에 관한 연구(硏究) - 무역(貿易) e-Marketplace를 중심(中心)으로 - (An Empirical Study on the Factors Affecting the Innovation Resistance to Information Technology of Trade According to Adoption Stage - Focused on the e-Marketplace -)

  • 송선옥
    • 무역상무연구
    • /
    • 제25권
    • /
    • pp.211-241
    • /
    • 2005
  • Innovation resistance toward technology products such as e-Marketplace is an important concept in business to business marketing. But most of researches and literatures have not been focused on innovation resistance. Therefore, the objective of this paper is to confirm key factors that effects on the innovation resistance. Additionally this study will be revealed the factors affecting the innovation resistance to information technology of trade according to adopting stage. Based on the past literatures, the innovation resistance of users can be viewed as dependent on two sets of factors came from the study of Innovation Resistance Model(Ram, 1987):perceived innovation(e-Marketplace) characteristics and user(trading company) characteristics. Perceived innovation characteristics consists of relative advantage, compatibility, perceived risk, complexity, inhibitory effect on the adoption of profitable innovation. The user characteristics consist of innovativeness, beliefs and attitude toward existing trade method. And user adoption stage came from the study of Innovation Diffusion(Roger, 1995). To make it simple, this study divides group1(knowledge/persuasion/decision) and group2(implementation/confirmation). In the result of the empirical study, the hypothesis 1, hypothesis 2, hypothesis 4 were supported partially and hypothesis 3 was completely supported.

  • PDF