• Title/Summary/Keyword: User Satisfaction Learning Performance

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Investigating Key User Experience Factors for Virtual Reality Interactions

  • Ahn, Junyoung;Choi, Seungho;Lee, Minjae;Kim, Kyungdoh
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.4
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    • pp.267-280
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    • 2017
  • Objective: The aim of this study is to investigate key user experience factors of interactions for Head Mounted Display (HMD) devices in the Virtual Reality Environment (VRE). Background: Virtual reality interaction research has been conducted steadily, while interaction methods and virtual reality devices have improved. Recently, all of the virtual reality devices are head mounted display based ones. Also, HMD-based interaction types include Remote Controller, Head Tracking, and Hand Gesture. However, there is few study on usability evaluation of virtual reality. Especially, the usability of HMD-based virtual reality was not investigated. Therefore, it is necessary to study the usability of HMD-based virtual reality. Method: HMD-based VR devices released recently have only three interaction types, 'Remote Controller', 'Head Tracking', and 'Hand Gesture'. We search 113 types of research to check the user experience factors or evaluation scales by interaction type. Finally, the key user experience factors or relevant evaluation scales are summarized considering the frequency used in the studies. Results: There are various key user experience factors by each interaction type. First, Remote controller's key user experience factors are 'Ease of learning', 'Ease of use', 'Satisfaction', 'Effectiveness', and 'Efficiency'. Also, Head tracking's key user experience factors are 'Sickness', 'Immersion', 'Intuitiveness', 'Stress', 'Fatigue', and 'Ease of learning'. Finally, Hand gesture's key user experience factors are 'Ease of learning', 'Ease of use', 'Feedback', 'Consistent', 'Simple', 'Natural', 'Efficiency', 'Responsiveness', 'Usefulness', 'Intuitiveness', and 'Adaptability'. Conclusion: We identified key user experience factors for each interaction type through literature review. However, we did not consider objective measures because each study adopted different performance factors. Application: The results of this study can be used when evaluating HMD-based interactions in virtual reality in terms of usability.

An Application of Balanced Scorecard to EIS User Information Requirements Analysis - Small and Medium Manufacturers in Korea - (균형점수표(BSC)를 이용한 EIS 사용자의 정보요구분석 - 우리나라 중소제조업체를 중심으로 -)

  • Lee, Jeong-Hwan;Kang, Shin-Cheol
    • Asia pacific journal of information systems
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    • v.11 no.1
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    • pp.155-173
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    • 2001
  • Assessing user information requirements is one of the most important issues in building Executive Information Systems. Application of the Balanced Score Card method as a tool for strategic planning and performance measurement has been increasing recently in various fields. However there has been meager attempt to apply the method to user requirement analysis, in particular, for small and medium sized companies. This study surveyed 79 executives of small and medium sized companies in Korea. The study founds the applicability of BSC for analyzing user requirements of EIS, in terms of financial, customer, internal process, learning and growth perspectives. The paper also suggested several guidelines for using BSC to improve user satisfaction to the practitioners who are operating or planning to build EIS in the small and medium sized companies.

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Usability test for a medical image filing system (의료영상관리시스템의 사용성평가)

  • 박재희;이남식
    • Proceedings of the ESK Conference
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    • 1993.04a
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    • pp.41-48
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    • 1993
  • In order to provide design concept and guidelines for the user interface of MIDAS$^{TM}$(Medical Image Display and Archiving System), a questionnire survey and empirical study were conducted. User and task requirements were analyzed based upon usrvey results. The empirical study was done on the 1.0 version of MIDAS to find out the influence of user charactenistics (i.e.job, experiences, etc.) and UI design factors(i.e. layout, wording, procedures) on various usability measures(i.e. performance, satisfaction). To perform empinical tests, eight task scenarios were selected and user interactions were recorderded using an auto-logging software. The results show that the doctor group requires more learning time. Also, eight types of user errors such as commision, omission, repeat were identified and the causes of the errors were analyzed related to UI design factors. UI design guidelines were suggested for a new version of medical image filing system.m.

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Comparative Study of Learning Platform for IT Developers (IT 개발자 대상 학습플랫폼 비교 연구)

  • Lee, Ji-Eun
    • Journal of Information Technology Services
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    • v.20 no.5
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    • pp.147-158
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    • 2021
  • The digital transformation and COVID-19 are also causing major changes in teaching-learning methods. The biggest change is the spread of remote training and the emergence of various innovative learning platforms. Distance education has been criticized for not meeting technology trends and field demands..However, the problem of distance education is being solved through a system that supports various interactions and collaborations and supports customized learning paths. The researcher conducted a case study on domestic and foreign learning platforms that provide non-face-to-face ICT education. Based on the case study results, the researcher presented the functional characteristics of a learning platform that effectively supports non-face-to-face learning. In common, these sites faithfully supported the basic functions of the information system. In addition to learning progress check and learning guidance, some innovative learning platforms were providing differentiated functions in practice support, performance management, mentoring, learning data analysis, curation provision, and CDP support. Most learning platforms supported one-way, superficial interaction. If the platform effectively supports a variety of learning experiences and provides an integrated learning experience thanks to the development of IT technology, user satisfaction with the learning platform, intention to continue learning, and achievement will increase.

Electrooculography Filtering Model Based on Machine Learning (머신러닝 기반의 안전도 데이터 필터링 모델)

  • Hong, Ki Hyeon;Lee, Byung Mun
    • Journal of Korea Multimedia Society
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    • v.24 no.2
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    • pp.274-284
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    • 2021
  • Customized services to a sleep induction for better sleepcare are more effective because of different satisfaction levels to users. The EOG data measured at the frontal lobe when a person blinks his eyes can be used as biometric data because it has different values for each person. The accuracy of measurement is degraded by a noise source, such as toss and turn. Therefore, it is necessary to analyze the noisy data and remove them from normal EOG by filtering. There are low-pass filtering and high-pass filtering as filtering using a frequency band. However, since filtering within a frequency band range is also required for more effective performance, we propose a machine learning model for the filtering of EOG data in this paper as the second filtering method. In addition, optimal values of parameters such as the depth of the hidden layer, the number of nodes of the hidden layer, the activation function, and the dropout were found through experiments, to improve the performance of the machine learning filtering model, and the filtering performance of 95.7% was obtained. Eventually, it is expected that it can be used for effective user identification services by using filtering model for EOG data.

Presenting Direction for the Implementation of Personal Movement Trainer through Artificial Intelligence based Behavior Recognition (인공지능 기반의 행동인식을 통한 개인 운동 트레이너 구현의 방향성 제시)

  • Ha, Tae Yong;Lee, Hoojin
    • Journal of the Korea Convergence Society
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    • v.10 no.6
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    • pp.235-242
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    • 2019
  • Recently, the use of artificial intelligence technology including deep learning has become active in various fields. In particular, several algorithms showing superior performance in object recognition and detection based on deep learning technology have been presented. In this paper, we propose the proper direction for the implementation of mobile healthcare application that user's convenience is effectively reflected. By effectively analyzing the current state of use satisfaction research for the existing fitness applications and the current status of mobile healthcare applications, we attempt to secure survival and superiority in the fitness application market, and, at the same time, to maintain and expand the existing user base.

Usability Evaluation of Aggregator-supplied Full-text Database (수집자공급형 학술정보데이터베이스의 사용성 평가에 관한 연구)

  • Kim, Jong-Ae
    • Journal of Korean Library and Information Science Society
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    • v.40 no.2
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    • pp.223-242
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    • 2009
  • This is an exploratory study targeting initial users to evaluate the usability of an aggregator-supplied full-text database and to analyze the differences in task performance and perceptions based on participant characteristics. The differences in completion time and perceptions on ease of use, terminology, subject categories and satisfaction were analyzed based on the participant characteristics such as Kolb learning style, gender and participation in user instruction on full-text databases. The results indicated that there was a statistically significant difference in completion time based on the Kolb learning style. Also a statistically significant difference was found in perceptions on ease of use and terminology based on gender. However no statistically significant difference was found in perceptions on the usability of the database based on the participation in user instruction.

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Customized Pilot Training Platform with Collaborative Deep Learning in VR/AR Environment (VR/AR 환경의 협업 딥러닝을 적용한 맞춤형 조종사 훈련 플랫폼)

  • Kim, Hee Ju;Lee, Won Jin;Lee, Jae Dong
    • Journal of Korea Multimedia Society
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    • v.23 no.8
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    • pp.1075-1087
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    • 2020
  • Aviation ICT technology is a convergence technology between aviation and electronics, and has a wide variety of applications, including navigation and education. Among them, in the field of aerial pilot training, there are many problems such as the possibility of accidents during training and the lack of coping skills for various situations. This raises the need for a simulated pilot training system similar to actual training. In this paper, pilot training data were collected in pilot training system using VR/AR to increase immersion in flight training, and Customized Pilot Training Platform with Collaborative Deep Learning in VR/AR Environment that can recommend effective training courses to pilots is proposed. To verify the accuracy of the recommendation, the performance of the proposed collaborative deep learning algorithm with the existing recommendation algorithm was evaluated, and the flight test score was measured based on the pilot's training data base, and the deviations of each result were compared. The proposed service platform can expect more reliable recommendation results than previous studies, and the user survey for verification showed high satisfaction.

The Analyses of Customer Satisfaction Index on University Library Service (대학도서관서비스에 대한 고객만족도 분석)

  • 백항기
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.12 no.1
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    • pp.43-64
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    • 2001
  • The purpose of this study was to measure performance of university libraries, especially investigating the components of service quality and their relationship to the customer satisfaction. The result of the statistical analyses is summarized as follows: The result of 5 point scale study shows the following degree of satisfaction in 55 components: timeliness of circulation, processing of fine. location of library, usefulness of retrieval system, library user education, speed of retrieval. number of terminals, and cleaning. On the other hand, shows the following degree of dissatisfaction in 55 components: speed of civil petitions, hour for program use, result of civil petitions, fixing of library user education, speed of retrieval, method of public relation, waiting time for Internet use, and use of the other library materials. Also. customers’matters of weight and importance was availability. learning facilities, suitable collections, circulation, and system of retrieval.

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Design and Implementation of YouTube-based Educational Video Recommendation System

  • Kim, Young Kook;Kim, Myung Ho
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.5
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    • pp.37-45
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    • 2022
  • As of 2020, about 500 hours of videos are uploaded to YouTube, a representative online video platform, per minute. As the number of users acquiring information through various uploaded videos is increasing, online video platforms are making efforts to provide better recommendation services. The currently used recommendation service recommends videos to users based on the user's viewing history, which is not a good way to recommend videos that deal with specific purposes and interests, such as educational videos. The recent recommendation system utilizes not only the user's viewing history but also the content features of the item. In this paper, we extract the content features of educational video for educational video recommendation based on YouTube, design a recommendation system using it, and implement it as a web application. By examining the satisfaction of users, recommendataion performance and convenience performance are shown as 85.36% and 87.80%.