• Title/Summary/Keyword: User Life

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User Satisfaction Enhancement of 'Smart Long-Term Care' Mobile Application: In-depth Interview and Topic Modeling (스마트 장기요양 애플리케이션의 사용자 만족도 개선방안 도출: 심층 인터뷰와 토픽 모델링 활용)

  • Hong, Seoeui;An, Jaeyoung;Kwon, Youngshim
    • Journal of Information Technology Services
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    • v.21 no.1
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    • pp.163-179
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    • 2022
  • Two dominant phenomena in modern world; population ageing and digitalization, have led public sector organizations to heavily rely on B2C(Business-to-Consumer) mobile applications. Yet, fatal concerns and complaints have often been raised by the mobile application users, notably from social welfare sector. With the continual expansion of digital landscape as well as the growth of life expectancy, usage of mobile applications has become prevalent across the stakeholders involved in social welfare sector. 'Smart Long-Term Care (SLTC)', inter alia, is a primary example of such mobile applications, designed to support Long-Term Residential Care (LTRC) service. The main goal of SLTC is to serve more convenient and practical LTRC service for both caregivers and care receivers. To examine user satisfaction of SLTC mobile application, this study investigates existing challenges and means to improve user satisfaction. Hence, we conducted this study using two methods: in-depth interview and topic modeling. Interestingly, two research outcomes commonly indicated that 5 factors (stability, accessibility, usefulness, responsiveness, and ease of use) were found significant in affecting user satisfaction of SLTC. Our findings suggest that the aforementioned factors can be seen as potential causes of the genuinely low user satisfaction. Eventually, this work will be a stepping-stone to elevate the overall quality level of LTRC service along with the user satisfaction degree of SLTC mobile application.

The Effect of Characteristics of Social Intelligence Robots on Satisfaction and Intention to Use: Focused on User of Single Person Households (소셜 지능로봇의 특성이 만족과 사용의도에 미치는 영향: 1인 가구 소셜 지능로봇 사용자를 중심으로)

  • Jeon, Gyuri;Lee, Chaehyun;Jung, Sungmi;Choi, Jeongil
    • Journal of Korean Society for Quality Management
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    • v.52 no.1
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    • pp.95-113
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    • 2024
  • Purpose: This study focused on the societal changes associated with the entry into an ultra-aged society and the increase in single-person households. The core objective of this research is to investigate how social intelligent robots can bring about positive changes in the lives of individuals in single-person households and how such changes influence user satisfaction and the intention to use these robots. Methods: The study employed a cross-sectional analysis using a structural equation model. A survey designed to assess the impact of social intelligent robots' characteristics, such as perceived encouragement, empathy, presence, appearance, and attachment, on user satisfaction and usage intentions was conducted. Data were collected from a total of 335 users and analyzed using the structural equation model. Results: In the characteristics of social intelligent robots for single-person households, it was found that empathy, presence, and attachment significantly influenced satisfaction, while perceived encouragement, empathy, and attachment significantly influenced usage intentions. The research results indicate differences between enhancing user satisfaction and increasing the intention to use social intelligent robots. The findings suggest the essential need for a user-centric approach in the design and development of social intelligent robots. Additionally, it was observed that emotional support plays a crucial role in users' experiences with social intelligent robots. Conclusion: This study verified the impact of social intelligent robots on satisfaction and usage intentions based on users' experiences. It examined the influence of linguistic, visual, and personal characteristics of robots on user experiences, providing insights into how technological and human aspects of social intelligent robots interact to shape user satisfaction and usage intentions. Consequently, the study confirmed that social intelligent robots can bring positive changes to human life, emphasizing the necessity for the advancement of robot technology in a human-centric direction.

Development of Innovative Product Designs with Stretchable Displays Based on User's Expected Experience

  • Seung Eun Chung;Youjin Seo;Han Young Ryoo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.8
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    • pp.2346-2365
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    • 2024
  • This research identifies specific user experience factors that have positive impact on user's behavior intention to use so that a new technology called stretchable display(SD) can be accepted and spread in the market. To show how these factors can be applied to SD home appliances, a few concrete designs have been suggested. In the first stage of the research, the initial concept of innovative product design with stretchable display was derived by developing a scenario that solves the expected experience by home product users through the attributes of the SD technology. In the second stage, a scenario of the product to which a stretchable display was applied was suggested to investigate the expected experience factors that influence the behavior intention to use. As a result of the analysis, users showed a positive intention to use for the factors of Functionality of Space and Life Support, Presentation of Preferences, and Customization of Emotions, provided by the product with SD technology applied. In the next stage, based on the verified user experience factors, multifunctional kitchen appliances design, smart furniture design with flexible surfaces, and smart interior wall tile design have been derived. After all, the differentiated transformable interface designs shown through this process have been suggested as three-dimensional soft-physical button design and attachable design for multi-curved soft furniture. This study is significant as it emphasizes a user-centered design process over a technology-centered approach, enhancing market acceptability and focusing on design features aligned with the user's expected experience.

Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • Fiber Technology and Industry
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    • v.2 no.4
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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Implementation and Design of Usability Analysis System for Upgrading the Usage of Mobile Applications (모바일 어플리케이션 활용도를 높이기 위한 사용성 분석 시스템 설계 및 구현)

  • Koo, Hyun-Woo;Lee, Chang-Hwan;Kim, Yei-Chang
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.171-182
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    • 2012
  • The many companies and developers develop new mobile applications for serving to users. But, most of it is disappeared in a brief. Because Many applications weren't satisfy the needs of user. In this paper, it analysis to reason short life of mobile application in the smart terminals and mobile applications. Therefore, we develop dynamic user usability analysis system of applications to solve the problem. User usability analysis method is surveyed users and masters at present and then occurs high cost. In this paper, we develop dynamic user usability analysis system for real users. If usage of mobile applications upgrading, benefit of developers increased and serviced target contents to users.

An Analysis of Time Use on Activities of Daily Living : Considering Korean Adults in Seoul (일상생활활동에 대한 생활시간 분석 : 서울에 거주하는 한국 성인을 대상으로)

  • Lee, Dong-Hun;Lee, Ho-Jin;Chung, Min-K.
    • Journal of Korean Institute of Industrial Engineers
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    • v.37 no.2
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    • pp.105-117
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    • 2011
  • This study describes behavioral characteristics of Korean population over twenty years old in a variety of activities of daily living by analyzing the raw data of the time use survey provided by Statistics Korea (KOSTAT). Seven activities and forty four sub-activities of daily living were selected for analysis : personal care, employment, household care, family care, voluntary work and community participation, social life, recreation and leisure, and travel. In order to quantitatively understand how Korean adults spend their time for a day and how their lifestyle changes over time, we collected the time recorded by 3,673 respondents in three surveys over the past ten years (in 1999, 2004, and 2009). Then, we performed analysis of variance to compare the behavioral characteristics by user age and gender based on the mean time of each activity. The differences in behavior among user groups and over time could be used to design ergonomic products and services based on user experience, especially for universal design of housing and transportation facilities.

The Concept of the Context-Aware Computing and Its Application to the Library Information Services (상황인식 컴퓨팅의 개념과 도서관 정보서비스에의 적용)

  • Lee, Jeong-Mee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.23 no.1
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    • pp.179-194
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    • 2012
  • This study explored the concept of context-aware computing and its application to the library and information services. Context-aware computing represents mobile computing techniques which gather, analyze user's contextual information and provide appropriate information services for the specific user. The idea was proposed in the late 90's but it was not widely available to the public because of the technology limitation. Recent technology development made context-aware computing possible to apply to our everyday-life information seeking using smart phone and showed the usefulness of its application. This study introduced the concept of context-aware computing with some examples of it, and finally tried to propose some of its applications to the library and information services.

Requirements Analysis and Design of an HTML5 Based e-book Viewer System Supporting User Interaction (사용자 인터랙션을 지원하는 HTML5 기반 e-book 뷰어 시스템의 요구사항 분석 및 설계)

  • Choi, Jong Myung;Park, Kyung Woo;Oh, Soo Lyul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.2
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    • pp.33-40
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    • 2013
  • E-books have been popular and common in everyday life during past a decade, and the market is expected to grow much more because of the popularity of tablet computing devices such as iPad. With the helps from the devices, people want to read or experience more interactive, fun, and informative e-book contents. In order to meet those needs, we introduce requirements of an e-book viewer system that supports user interaction, 3D modeling view, and augmented reality. We also introduce some design issues of the system and its concept proof prototype system. We determine to adopt HTML5 for e-book content format because it already supports content rendering, multimedia, and user interaction. Furthermore, it is easy to implement e-book viewer because there is already Webkit component for HTML5. We also discuss design issues for integrating an Augmented Reality viewer with Webkit-based e-book viewer. This paper will give e-book viewer developers and contents developers some guidelines for new e-book systems.

A Study of Information About Culture And Art Based On Application (최신 문화 예술공연 정보 제공 어플리케이션 연구)

  • Koo, Min-Jeong;Shin, Yea-Ri
    • The Journal of the Convergence on Culture Technology
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    • v.1 no.4
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    • pp.65-69
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    • 2015
  • This study can read register reviews and search read information that users want by musical, drama and movie by using DB by developing App providing the newest culture view and information in android smart phone, when users want to enjoy cultural life. Also, the administrator logins as Administrator-mode and controls cultural information and makes smooth controlling by identifying user's information. In addition, the user logins as User-mode and reads cultural information and can make possible in reading and writing reviews. It makes possible to enjoy leisure activity as cultural activity by identifying reliable performance information via recommendation of friend groups.

Legal Relation of Parties on Transactions in UCITA (UCITA상의 전자정보거래 당사자 간의 법률관계)

  • Oh, Byoung-Cheol
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.29
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    • pp.197-223
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    • 2006
  • Uniform Computer Information Transactions Act (UCITA) is the first legislative attempt in the world that deals with transaction of digital information. This however gave rise to endless controversies and as of February 10, 2003, its life as the uniform law has expired. There are four kinds of relationships that UCITA regulates for the entities involved in information trading namely, 1) Relationship between licenser and licensee 2) The triangle relationship between dealers, end-user and publisher 3) Relationship between information right transferor and transferee 4) Relationship between financier, licenser and licensee. Amongst these, the most significant one is the triangle relationship amongst the publisher, commonly known as the licenser in the mass market, end-user and dealer. At the essence of the relationship is that the dealers is liable to refund the payment for the information regarding the end user if he/she does not agree with the publisher on the license of the common market. Looking at the relationship between license transferor and transferee, the transfer of license may be prohibited but the special contract must be conspicuously carried out. The relationship financier, licenser and licensee is unique to the United States and is rather unfamiliar to us. UCITA has been criticized for preferentially protecting the benefits of licensers especially when it comes to the specific regulations for the relationship. Therefore, it is not advisable to blindly accept UCITA regulations. However, UCITA does have components that we can utilize in formulating our own digital information trade regulations, save its proprietary nature as an American law and its preferential treatment for licensers.

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