• Title/Summary/Keyword: User Interactivity

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An User-Centered Design(UCD) Approach for Ubiquitous Service Evaluation: an Evaluation Metric focus on Human-System Interaction Capability (사용자 중심의 유비쿼터스 서비스 설계 지원을 위한 상호작용성 평가 metric 개발)

  • Lee, Joo-Hwan;Bahn, Sang-Woo;Yun, Myung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.292-297
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    • 2008
  • 유비쿼터스 컴퓨팅 서비스 환경은 사용자와 시스템간의 상호작용성이 매우 중요하며, 이러한 상호작용성을 사용자 중심의 시각에서 평가하기 위한 새로운 평가 기법의 개발이 필요하다. 본 연구는 유비쿼터스 서비스의 특성이 반영된 사용자 중심의 상호작용성 평가 metric 개발을 목표로 한다. 이를 위하여 첫째, 기존의 유비쿼터스 서비스 평가방법론을 검토하여, 유비쿼터스 서비스 평가를 위한 평가 속성을 정의하였으며, 둘째, 대인 서비스 평가기법, 사용성 평가기법, 정신측정학 기반의 평가기법 등의 기존의 서비스 평가방법론의 한계를 극복할 수 있는 사용자중심의 상호작용성 평가 metric 을 개발하였다. 그리고 본 연구에서 제안된 평가 metric 을 u-home 서비스의 평가에 실제로 적용하여 그 유효성을 검증하고 각 지표별 중요도를 구해보았다. 본 연구에서 제안한 상호작용성 평가 metric 은 유비쿼터스 서비스 상호작용성 수준을 평가함으로써 잠재 서비스 사용자들을 분석하고, 제안된 프레임워크의 서비스 개발단계에서의 잠재 서비스 사용자에 대한 요구사항 수렴 및 수준 파악에 유용하게 활용될 수 있다.

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Augmenting Interactivity of Touch Pad by Adding Isometric Rate Control

  • Heo, Seong-Kook;Hahn, Min-Soo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.240-244
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    • 2009
  • In this paper, we present FloatingPad, a touch pad based device with better scrolling feature and more interaction styles than a traditional touch pad. When we interact with a real object like a picture or a book, we manipulate on the object, and we also move, rotate, and flip the object. We applied this idea into a touch pad. In FloatingPad, the touch pad is not fixed to the device. It is floating on the device; it can be slid on the device. Therefore a user can have additional degree of freedom of input by shifting and rotating the touch pad while having the traditional touch pad input. By using this technique, the interactivity of the touch pad can be augmented, and better scrolling feature can be provided by reducing clutching occurs on the position scrolling devices by using the movement of the touch pad as rate control. We implemented the prototype device and conducted a user study with three applications developed for FloatingPad.

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A Study on the Relationship of Distraction Factors, Presence, Flow, and Learning Effects in HMD-based Immersed VR Learning (HMD기반 몰입형 VR 학습에서 방해요인, 프레즌스, 몰입, 학습효과 사이의 관계에 관한 연구)

  • Kwon, Chongsan
    • Journal of Korea Multimedia Society
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    • v.21 no.8
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    • pp.1002-1020
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    • 2018
  • Virtual reality (VR) technologies, which have been improved of late, offer experiences closer to reality than before. While VR technologies are expected to be an effective medium if used in learning content that cannot be offered in real life, distraction factors in VR technologies may prevent the users' presence and flow, making these technologies ineffective. Therefore, this study, through experiment and observation, analyzed the effect of distraction factors on the user's experience perception and learning effect when using HMD-based immersive VR. Experimental results revealed that the distraction factors were shown to have a negative, albeit not generally significant (except for tactile interactivity), effect on vividness, tactile interactivity, locomotive interactivity, presence, and flow. Ultimately, they were shown to have a negative effect on learning.

Effects of Digital Textbook's Interactivity on the Learning Attitude : With a focus on the Tablet PC-based Digital Textbooks of Social Studies and Science (디지털교과서의 상호작용성이 학습태도에 미치는 영향 : 태블릿PC 기반의 사회와 과학 디지털교과서를 중심으로)

  • Yoon, Su-Kyung;Kim, Myeong-Ji;Choi, Jun-Ho
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.205-222
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    • 2014
  • This study analyzed the effects of interactivity on the learning attitude in the tablet PC-based digital textbook environment. Most of digital textbook studies focused on comparison of learning effect between digital textbook and paper textbook. This study, instead, focused on the interaction between students and digital textbook, and examined the hypothesis that, in the digital textbook-based learning environment, interactivity factors affect learning attitude. The results showed that active control, two-way communication, and synchronicity have significant effects on the learning attitude. Those findings indicate that it's necessary to effectively realize interactivity in the process of developing digital textbooks. Also, important implication is not the fixed interactivity but how students perceive the digital textbook and make use of it. Therefore, for the interactive digital textbook, perceived user control, two-way communication, and synchronicity should be realized properly.

An Empirical Study on Consumer Acceptance of IPTV Service

  • Kim, Jung;Ryu, Myong-Hwan;Lee, Dong-Won
    • 한국IT서비스학회:학술대회논문집
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    • 2008.11a
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    • pp.153-156
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    • 2008
  • In recent years, IPTV attracts great attention along with the digital convergence of communication and media technologies. IPTV combines the advantages of TV and Internet and changes our lifestyle dramatically. In addition, the IPTV service is capable of becoming a new business model which has huge growth potentials in technology-converging marketplaces. This study examines critical factors on the consumer's adoption of the IPTV service. Based on the Innovation Diffusion Theory (IDT), IPTV specific attributes and personal characteristics, we derive eight key factors in the research model. compatibility, ease of use, image, diversity of contents, interactivity, monetary value, social influence, and user satisfaction. Using the partial least square (PLS) method on the data collected through a web-based survey, we test our research model with several hypotheses. From this study, we find that diversity of contents, compatibility and interactivity have a significant indirect effect on the use of IPTV service via user satisfaction, and user satisfaction and social influence also have a significant direct impact on the IPTV use. These findings not only provide practical insights on the consumer acceptance of new technology-converging services, but also help managers to plan their marketing strategies better.

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Power of SNS Authenticity on Company Reputation (기업명성과 SNS 진정성의 영향력 연구)

  • Jo, Jung-Yul
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.73-81
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    • 2015
  • SNS is in the process of fast evolution as well. This study is about influence of authenticity and interactivity among Facebook Fan Page users. Authenticity is something people form in the process of expressing and sharing information thru SNS Facebook Fan Page. Interactivity is a level of participation of users in the process of expressing and sharing information thru SNS Facebook Fan Page. The focus of this paper is to see the power of authenticity and interactivity of SNS Facebook Fan Page users in a time of crisis. Authenticity is proven as a valuable asset for corporations for it showed a sturdy characteristic even when something terrible happened. When a crisis attacked, high authenticity user group was not willing to change their evaluation on a company reputation and image as much as low authenticity user group. Interestingly enough, the meaning interactivity level was strikingly different from what we expected. The more their level of interactivity, was the more they were likely to change their evaluation on a company in a time of crisis. A serious discussion is necessary for this contraty results.

The Effects of Interactivity on User Experience and Intention to use in Mobile Fitness App Game (모바일 피트니스 앱 게임의 상호작용성이 운동경험과 이용의도에 미치는 효과 : 플레이테스트 실험연구)

  • Park, Jeong-Min;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.17-28
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    • 2015
  • This study attempted to identify differences in user experience and app game fun, satisfaction, use intention between fitness app games at different level of interaction design. The playtesting method was conducted on 100(male 50, female 50) university students using 'Enjoy Your Fitness', a fitness app game developed by The Center for Health Communication Studies. The results found that more interactive app game is higher in the level of user experience such as fitness accomplishment, flow, and interest. Fitness app game's fun, satisfaction, use intention is also higher on interactive fitness app game. As the study verified that interactive fitness app game had stronger effects in user fitness experience and user experience than general fitness app games through experimental studies, it may contribute to design fitness mobile app game for health improvement.

A Study on the User Empowerment and User Innovation in Game Industry -Focusing on Online and PC Game- (게임 이용자 권한부여에 기초한 이용자 혁신 연구 - 온라인.PC Game을 중심으로 -)

  • Ham, Jung-Ho;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.67-78
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    • 2010
  • Game is the cultural product, which gives users high authority in usage process with its high interactivity. This study is about the user innovation based on customer empowerment, and the possibilities to change the game itself applying high activity of the game. Especially, game modification, which users transform the original game, is an example that the interactivity and changeability of game are maximized. However, these elements were not considered when constructing frameworks to investigate the competition and strategy in game industry. Therefore, this study is based on the customer empowerments of the game modification. Moreover, this study proposes the newly reorganized strategic group map in game industry, which is based on game user innovation and user evaluation.

User-based Theories and Practices on Virtual Reality (가상현실에 관한 사용자 관점의 이론과 실제)

  • Chung, Dong-Hun
    • Informatization Policy
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    • v.24 no.1
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    • pp.3-29
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    • 2017
  • The purpose of this research is to understand immersive media such as virtual reality, augmented reality, mixed reality, 360-degree videos etc. from the perspective of user-based approach. 3D videos were once expected as the next-generation industry, but soon it further evolved into UHD and are now followed by immersive media represented by virtual reality. As the virtual reality plays an important role, the current research tries to bring up implications that can be applied to the industrial field along with academic understanding through six theoretical approaches related to virtual reality such as media richness, interactivity, presence, body-ownership, user experience, and visual perception. These six theories were used in immersive media studies such as 3D videos. Media richness and interactivity are the main factors forming positive or negative attitude, presence explains why users are immersed, user experience accounts for total psychological reaction, and visual perception explains how complex the experience of seeing is. Especially, although there is less media research applied, the body-ownership is likely to be not only used in virtual reality research, but immersive media research. The user-based theories related to virtual reality will provide various implications for immersive media researchers as well as hardware and content creators of virtual reality.

The Effect of Community Type and Service Quality on User Satisfaction of Brand Community (브랜드 커뮤니티 개설유형 및 서비스 품질 특성이 사용자 만족에 미치는 영향)

  • Yun, Hae-Jung;Lee, Ji-Yeon;Lee, Choong-C.
    • Journal of Information Technology Applications and Management
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    • v.16 no.4
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    • pp.167-184
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    • 2009
  • New internet trend, such as Web 2.0, has brought about new roles of users and changes in the web ecosystem. In the age of information overload like nowadays, activities in the brand community sites help to make more reasonable decisions in choosing certain brands and products. In order to examine organizational strategic aspects of brand community, this study examine (1) what difference exists in user satisfaction according to the brand community types (the user-initiated type and the corporate-established type), and (2) which dimensions of service quality affect brand community users' satisfaction. Research findings show that types of brand community influence perceived user satisfaction, and tangibility, reliability, interactivity, and stability dimensions of service quality make a positive influence on user satisfaction as well. Practical implications for managing brand community sites in marketing perspectives are further discussed.

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