• Title/Summary/Keyword: User Studies

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Immersive user interfaces for visual telepresence in human-robot interaction (사람과 로봇간 원격작동을 위한 몰입형 사용자 인터페이스)

  • Jang, Su-Hyeong
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.406-410
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    • 2009
  • As studies on more realistic human-robot interface are being actively carried out, people's interests about telepresence which remotely controls robot and obtains environmental information through video display are increasing. In order to provide natural telepresence services by moving a remote robot, it is required to recognize user's behaviors. The recognition of user movements used in previous telepresence system was difficult and costly to be implemented, limited in its applications to human-robot interaction. In this paper, using the Nintendo's Wii controller getting a lot of attention in these days and infrared LEDs, we propose an immersive user interface that easily recognizes user's position and gaze direction and provides remote video information through HMD.

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Requirements Elicitation and Specification Method for the Development of Adaptive User Interface (적응형 사용자 인터페이스 개발을 위한 요구사항 도출 및 명세 기법)

  • Park, Kibeom;Lee, Seok-Won
    • Journal of KIISE
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    • v.44 no.1
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    • pp.27-35
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    • 2017
  • Many studies have addressed 'Adaptive User Interface (AUI)', wherein the user interface changes in accordance with the situation and the environment of each user at runtime. Nevertheless, previous papers for AUI barely reflected the viewpoints from requirements engineering field, since most of them focused on proposing the architecture and design. In this study, we outline AUI with the perspective of requirements engineering and propose the requirements elicitation and specification method based on concepts which have been researched in the area of self-adaptive system. Step by step, we first redefine and reinterpret the well-known concepts of self-adaptive software, after which the AUI requirements are elicited and specified. Finally, we illustrate a case study, which demonstrates the effectiveness of our method.

Typology of User Uncertainty in the Selection of Web Search Terms : Insight into the Information Seeking Context of Scholarly Researchers in the Field of Science (웹 검색어 선택과정에서의 이용자 불확실성의 유형 : 자연과학연구자들의 정보탐색환경에 대한 고찰)

  • Kim, Yang-Woo
    • Journal of the Korean Society for information Management
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    • v.23 no.2
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    • pp.287-309
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    • 2006
  • While numerous studies have suggested the significance of uncertainty during the process of information-seeking, less research has investigated user uncertainty in the actual search process using a real system. This study investigated user perceptions of uncertainty in the process of the selection of Web search terms in the real information-seeking process. The subjects at the doctoral or post-doctoral level were limited to the discipline of science in order to understand user perceptions in this field. The findings revealed various dimensions, types, and incidents of uncertainty. The typology of uncertainty facilitated an understanding of the subjects' information-seeking context by identifying various aspects of the context that constituted the subjects' uncertainty The identification of two principal origins of uncertainty based on the different types of uncertainty generated implications to improve information systems and services.

User Interfaces for Visual Telepresence in Human-Robot Interaction Using Wii Controller (WII 컨트롤러를 이용한 사람과 로봇간 원격작동 사용자 인터페이스)

  • Jang, Su-Hyung;Yoon, Jong-Won;Cho, Sung-Bae
    • Journal of the HCI Society of Korea
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    • v.3 no.1
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    • pp.27-32
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    • 2008
  • As studies on more realistic human-robot interface are being actively carried out, people's interests about telepresence which remotely controls robot and obtains environmental information through video display are increasing. In order to provide natural telepresence services by moving a remote robot, it is required to recognize user's behaviors. The recognition of user movements used in previous telepresence system was difficult and costly to be implemented, limited in its applications to human-robot interaction. In this paper, using the Nintendo's Wii controller getting a lot of attention in these days and infrared LEDs, we propose an immersive user interface that easily recognizes user's position and gaze direction and provides remote video information through HMD.

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A Consecutive Motion and Situation Recognition Mechanism to Detect a Vulnerable Condition Based on Android Smartphone

  • Choi, Hoan-Suk;Lee, Gyu Myoung;Rhee, Woo-Seop
    • International Journal of Contents
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    • v.16 no.3
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    • pp.1-17
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    • 2020
  • Human motion recognition is essential for user-centric services such as surveillance-based security, elderly condition monitoring, exercise tracking, daily calories expend analysis, etc. It is typically based on the movement data analysis such as the acceleration and angular velocity of a target user. The existing motion recognition studies are only intended to measure the basic information (e.g., user's stride, number of steps, speed) or to recognize single motion (e.g., sitting, running, walking). Thus, a new mechanism is required to identify the transition of single motions for assessing a user's consecutive motion more accurately as well as recognizing the user's body and surrounding situations arising from the motion. Thus, in this paper, we collect the human movement data through Android smartphones in real time for five targeting single motions and propose a mechanism to recognize a consecutive motion including transitions among various motions and an occurred situation, with the state transition model to check if a vulnerable (life-threatening) condition, especially for the elderly, has occurred or not. Through implementation and experiments, we demonstrate that the proposed mechanism recognizes a consecutive motion and a user's situation accurately and quickly. As a result of the recognition experiment about mix sequence likened to daily motion, the proposed adoptive weighting method showed 4% (Holding time=15 sec), 88% (30 sec), 6.5% (60 sec) improvements compared to static method.

A Study on Model of MIS User satisfaction (경영정보시스템의 사용자 만족모형에 관한 연구)

  • Lee Jang-Hyung;Park Hee-Suck
    • Management & Information Systems Review
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    • v.3
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    • pp.47-76
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    • 1999
  • Management Information System(MIS) User satisfaction, which was introduced at the earlier 1990's, has become a core way of strategic method. But domestic companies have little experience toward this concept and the methodological knowledge was not cumulated yet. So the definition of User satisfaction, as well as the validity and objectivity toward the estimation, is being under discussion In this report we will contain the contents as follows, 1) investigate limitations of exposed theories about Methodology, 2) look into the situations and handicaps of User satisfaction estimation which is being used in practical domains on company, 3) search for the better way in application through comparative analysis between case study of customer satisfaction structure by structural equation model and by ordinary estimation model. We have conclusions through model that Index values like GFI AGFL RMR are accepted as within limited range for estimating validity of used model. so we can expect to use the results for deduce accurate User satisfaction index. Therefore satisfied Users became lesser at complaint behavior instead higher at repurchase likelihood, while unsatisfied Users became lower. Results as above are accordance with the previous studies, and that proves ACSI model to be applied toward local MIS Users' case. Even though the scopes of this research are restricted in domestic market of MIS Users, ACSI model itself has developed with the purpose for compatibility toward inter-company and inter-industry. So this model can be applied beneficially in the future study to analyse the extent that latent variables affect to User satisfaction.

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A Study on Public Libraries' User Behaviors Based upon Circulation Data in Gangseo and Yangcheon Region (대출기록을 통해 본 공공도서관 이용자 연구 - 강서·양천지역을 중심으로 -)

  • Heo, Sun;Chung, Yeon Kyoung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.25 no.4
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    • pp.187-207
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    • 2014
  • Public library user studies are required for better services and circulation records can be used as specific library data to identify common user patterns of the libraries. This study examined 754,198 of circulation data set - number of users, frequencies of circulation, volume of time of circulation and etc. The results of this study indicate the possibility of using circulation data to analyze the usage patterns in public libraries and to provide major types of users, collections, time of circulation, and common library user behaviors for better public library services.

A Study on the Intention of Continuous Usage of O2O Service: Focusing on the Moderating Effect of User Innovation (O2O 서비스의 지속이용의도에 관한 연구 : 이용자 혁신성의 조절효과를 중심으로)

  • Lee, Og;Lee, MoonBong
    • The Journal of Information Systems
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    • v.29 no.2
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    • pp.51-69
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    • 2020
  • Purpose Today, the increasing of internet use and the expansion of internet range provide us with many opportunities. Therefore, this study examine relation of perceived ease of use, perceived playfulness, perceived risk, perceived usefulness based on previous studies. And we examine the effect of O2O service satisfaction on continuous use intention. Also, we studied the relationship between perceived ease of use, perceived playfulness, perceived risk, perceived usefulness according to user innovation. Design/Methodology A Structural Equation Model(SEM) method was used to test the theoretical framework based on a sample of 451 respondents who have experienced the O2O service. Factor analysis and confirmation factor analysis was conducted to check the reliability, convergency validity and discriminant validity. To test moderating effect of the user innovation, multi group analysis was conducted. Findings First, perceived ease of use, perceived playfulness, perceived risk have significant effects on perceived usefulness. Second, perceived usefulness of O2O service have a positive effect on satisfaction. Third, satisfaction of O2O service have a positive effect on continuous use intention. The relationship that perceived ease of use, perceived playfulness, perceived risk affect perceived usefulness is differ depending on user innovation. Based on these findings, this study suggested to marketing practitioners the need for different approach by a user innovation.

User Authentication Based on Keystroke Dynamics of Free Text and One-Class Classifiers (자유로운 문자열의 키스트로크 다이나믹스와 일범주 분류기를 활용한 사용자 인증)

  • Seo, Dongmin;Kang, Pilsung
    • Journal of Korean Institute of Industrial Engineers
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    • v.42 no.4
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    • pp.280-289
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    • 2016
  • User authentication is an important issue on computer network systems. Most of the current computer network systems use the ID-password string match as the primary user authentication method. However, in password-based authentication, whoever acquires the password of a valid user can access the system without any restrictions. In this paper, we present a keystroke dynamics-based user authentication to resolve limitations of the password-based authentication. Since most previous studies employed a fixed-length text as an input data, we aims at enhancing the authentication performance by combining four different variable creation methods from a variable-length free text as an input data. As authentication algorithms, four one-class classifiers are employed. We verify the proposed approach through an experiment based on actual keystroke data collected from 100 participants who provided more than 17,000 keystrokes for both Korean and English. The experimental results show that our proposed method significantly improve the authentication performance compared to the existing approaches.

Interactive Experience Room Using Infrared Sensors and User's Poses

  • Bang, Green;Yang, Jinsuk;Oh, Kyoungsu;Ko, Ilju
    • Journal of Information Processing Systems
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    • v.13 no.4
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    • pp.876-892
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    • 2017
  • A virtual reality is a virtual space constructed by a computer that provides users the opportunity to indirectly experience a situation they have not experienced in real life through the realization of information for virtual environments. Various studies have been conducted to realize virtual reality, in which the user interface is a major factor in maximizing the sense of immersion and usability. However, most existing methods have disadvantages, such as costliness or being limited to the physical activity of the user due to the use of special devices attached to the user's body. This paper proposes a new type of interface that enables the user to apply their intentions and actions to the virtual space directly without special devices, and test content is introduced using the new system. Users can interact with the virtual space by throwing an object in the space; to do this, moving object detectors are produced using infrared sensors. In addition, the users can control the virtual space with their own postures. The method can heighten interest and concentration, increasing the sense of reality and immersion and maximizing user's physical experiences.