• Title/Summary/Keyword: User Studies

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A Study on the User Experience of the Complex Cultural Space -Focused on Starfield Library and ARC.N.BOOK- (복합문화공간의 사용자 경험 연구 -별마당도서관과 아크앤북을 중심으로-)

  • Jeong, Su-Hyun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.367-373
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    • 2019
  • In modern society, with the changing lifestyle, demand for complex cultural spaces is rising and various cultural spaces are emerging. However, user-centered cultural space research has not yet been shown. In order to find out whether various cultural experience functions and user experience types of complex cultural spaces are being delivered properly, this study compared and analyzed the representative cultural spaces of Korea, 'Starfield Library' and 'ARC.N.BOOK'. User experience analysis tools and individual in-depth interviews were used as research methods. As a result, both spaces responded that commercial space and brand library were out of harmony and that the use of services in complex cultural spaces was inconvenient. This is interpreted as the result of the need for improvement measures in the value and usability of experience provided by the current complex cultural space and is expected to help develop the complex cultural space in the future.

A Study on User Experience Design of Personalized OTT Content Preview (개인 맞춤형 OTT 콘텐츠 미리보기의 사용자 경험 디자인 연구)

  • Kim, Hyun-Woo;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.283-287
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    • 2021
  • The purpose of this study is to analyze personalized contents and previews of OTT service based on user experience and to suggest the improvements of the preview viewing experience. Current domestic OTT mobile applications were researched to find out how services are offering content. Plus, the 20s-30s were recruited to analyze user experience. An online survey and in-depth interview were conducted by using Stephen P. Anderson's Creating Pleasurable Interface Model. As a result, preview help users to select content but it doesn't suit their taste. Also, the preview is hard to watch however they want. Therefore, it can be inferred that the preview requires the function for improving efficiency, preference, and accessibility. This study is expected to be used as research material on user experience or preview experience of OTT content.

A study on User Experience of Scooter-sharing System -Focused on Kickgoing and Lime- (전동킥보드 공유 서비스의 사용자 경험에 관한 고찰 -킥고잉과 라임을 중심으로-)

  • Lee, Ung-Yeol;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.425-431
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    • 2021
  • The purpose of this study is to compare and analyze leading brands of the scooter-sharing system market of Korea, KICKGOING and Lime, in terms of user experience, and to suggest the improvement direction of the applications and scooters of those two services. The assessment was conducted in such a way that the experimental group using scooter-sharing system over a certain frequency would choose the specific service they use most frequently, and complete a questionnaire: based on the reorganized version of the Peter Morville's Honeycomb Model. Based on the results of the experiment, We drew a conclusion that the services need to add navigation features in the application, to provide more simple procedures for reporting breakdown or accident and browsing insurance information, and to improve the user and pedestrian safety levels by gamification, et cetera. We expect this study to help the fast-growing smart mobility market and scooter-sharing systems that represent the market develop into a user-centered way.

Development of An Interactive System Prototype Using Imitation Learning to Induce Positive Emotion (긍정감정을 유도하기 위한 모방학습을 이용한 상호작용 시스템 프로토타입 개발)

  • Oh, Chanhae;Kang, Changgu
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.14 no.4
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    • pp.239-246
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    • 2021
  • In the field of computer graphics and HCI, there are many studies on systems that create characters and interact naturally. Such studies have focused on the user's response to the user's behavior, and the study of the character's behavior to elicit positive emotions from the user remains a difficult problem. In this paper, we develop a prototype of an interaction system to elicit positive emotions from users according to the movement of virtual characters using artificial intelligence technology. The proposed system is divided into face recognition and motion generation of a virtual character. A depth camera is used for face recognition, and the recognized data is transferred to motion generation. We use imitation learning as a learning model. In motion generation, random actions are performed according to the first user's facial expression data, and actions that the user can elicit positive emotions are learned through continuous imitation learning.

Recommendation System Based on Correlation Analysis of User Behavior Data in Online Shopping Mall Environment (온라인 쇼핑몰 환경에서 사용자 행동 데이터의 상관관계 분석 기반 추천 시스템)

  • Yo Han Park;Jong Hyeok Mun;Jong Sun Choi;Jae Young Choi
    • KIPS Transactions on Computer and Communication Systems
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    • v.13 no.1
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    • pp.10-20
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    • 2024
  • As the online commerce market continues to expand with an increase of diverse products and content, users find it challenging in navigating and in the selection process. Thereafter both platforms and shopping malls are actively working in conducting continuous research on recommendations system to select and present products that align with user preferences. Most existing recommendation studies have relied on user data which is relatively easy to obtain. However, these studies only use a single type of event and their reliance on time dependent data results in issues with reliability and complexity. To address these challenges, this paper proposes a recommendation system that analysis user preferences in consideration of the relationship between various types of event data. The proposed recommendation system analyzes the correlation of multiple events, extracts weights, learns the recommendation model, and provides recommendation services through it. Through extensive experiments the performance of our system was compared with the previously studied algorithms. The results confirmed an improvement in both complexity and performance.

An Empirical Investigation into How to Use Visual Storytelling for Increasing Facebook User Engagement

  • Kim, Yu-Jin
    • Science of Emotion and Sensibility
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    • v.20 no.3
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    • pp.23-38
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    • 2017
  • In order to identify effective approaches for creating more viral Facebook posts, this research conducted an empirical content analysis of leading Korean brands' Facebook fan-pages (Samsung Mobile, SK Telecom, Kia Motors, and POSCO). Their distinctive visual storytelling and communication patterns were investigated as effective user engagement triggers. Through analysis of the research results, it was statistically proved that the different industrial attributes of the four brands, which are primarily characterized by their product (or service) types, affect their Facebook posting patterns by showing different engaging rates (measured by like, comment, and share metrics). In addition, the user engagement rates of the posts were influenced by their visual storytelling factors (i.e. ad objective, value scale, and visual media types). In line with these statistical findings, the distinctive visual storytelling strategies of the four brands were identified. Moreover, competitive and uncompetitive visual storytelling tactics were suggested according to the ad objectives and visual media types on Facebook.

Determination of the Optimal Design Parameters for Search Task with VDT Screen Written in Korean (탐색작업에서 한글 VDT를 화면의 최적설계 모수의 결정)

  • 황우상;이동춘
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.20 no.42
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    • pp.39-47
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    • 1997
  • There are four parameters (i.e. overall density, local density, grouping, layout complexity) to consider in designing screen of a visual display terminal. Among these, only the optimum level of overall density is known to be about 25~30% by some studies. Therefore, the present experiment is conducted to define the optimum levels of the other parameters to achieve the user's best performance in visual search task. The results are as follows; (1) The function related to the levels of local density and user's search times is shown to be U -shaped. When the level of local density is about 40%, the search time is shorter than those of any other levels. (2) In the experiment of grouping, user's performance is best when the number of group is 5, and the size of group does not exceed visual angle $5^{\circ}$ (0,088rad). (3) The user performance is improved as the layout becomes less complex.

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Addressing User Requirements in Open Source Software: The Role of Online Forums

  • Raza, Arif;Capretz, Luiz Fernando
    • Journal of Computing Science and Engineering
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    • v.8 no.1
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    • pp.57-63
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    • 2014
  • User satisfaction has always been important in the success of software, regardless of whether it is closed and proprietary or open source software (OSS). OSS users are geographically distributed and include technical as well as novice users. However, it is generally believed that if OSS was more usable, its popularity would increase tremendously. Hence, users and their requirements need to be addressed in the priorities of an OSS environment. Online public forums are a major medium of communication for the OSS community. The research model of this work studies the relationship between user requirements in open source software and online public forums. To conduct this research, we used a dataset consisting of 100 open source software projects in different categories. The results show that online forums play a significant role in identifying user requirements and addressing their requests in open source software.

Living Labs as boundary-spanners between Triple Helix actors

  • van Geenhuizen, Marina
    • Journal of Contemporary Eastern Asia
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    • v.15 no.1
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    • pp.78-97
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    • 2016
  • Living labs are an increasingly popular methodology to enhance innovation. Living labs aim to span boundaries between different organizations, among others Triple helix actors, by acting as a network organization typically in a real-life environment to foster co-creation by user-groups. This paper presents critical factors of Living labs in boundary-spanning between Triple Helix actors. Derived from a mixed-method approach and applications in the healthcare sector, the three main critical factors turn out to be 1) an adequate user-group selection and involvement, specifically a rich interaction and absorption of its results, 2) a balanced involvement of all relevant actors, and 3) a sufficient (early) attention for values, both values of user-groups and values of the management. People-oriented Living labs tend to differ from institution-oriented Living labs regarding these critical factors. Further, universities tend to take on diverse roles and strength of involvement, while the business sector tends to be actively involved only if this has been set as an explicit aim at start. The paper closes with a summary and future research paths.

A Study on the User-Interface Design Elements for the Interior Layout of the Korean AGT (한국형 경량전철의 실내공간배치를 위한 디자인요소 적용에 관한 연구)

  • 최출헌;한석윤;신학수
    • Proceedings of the KSR Conference
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    • 2001.05a
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    • pp.129-138
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    • 2001
  • This paper studies on the user-interface design elements for the vehicle interior layout of the Korean AGT(Automated Guideway Transit). These are based on the cultural environment and space consciousness of both ethnic and class differences. This means human- oriented interface design. In order to apply the user-interface design, it is necessary to find the examples of lightrail at the foreign country, and research and analyze their design trend. Then try to combine into a concept of user interface design and interior layout. This study will be expected to apply the Korean AGT as a guide.

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