• Title/Summary/Keyword: User Studies

Search Result 2,837, Processing Time 0.03 seconds

The Design Procedure of Automobile Headlamp Considering User Experience (User Experience를 고려한 자동차 전조등 설계 방안)

  • Kim, Jung-Yong;Yoon, Sang-Young;Min, Seung-Nam;Lee, Ho-Sang
    • Journal of the Ergonomics Society of Korea
    • /
    • v.29 no.4
    • /
    • pp.575-584
    • /
    • 2010
  • The aim of study is to suggest the design procedure of automobile headlamp by considering driver's experience in regard of the visibility and glare during nighttime driving. The characteristics of driver were investigated in terms of the drivers' cognitive ability and reaction time, headlamp specification and visibility, light source and glare. And, the degree of visual discomfort was categorized and recognized as a tool to represent the subjective user experience. The UX point of view was stated when the existing results were seemingly lacking of it. The visual comfort and safety of elderly drivers were also discussed by reviewing the studies of ageing regarding the visibility and driving responses. Finally, this study suggested how to reduce the negative effect of nighttime driving due to the height of headlamp, angle of lighting, color spectrum, discomfort glare, source of light by using the UX perspective and methodology.

A New Similarity Measure using Fuzzy Logic for User-based Collaborative Filtering (사용자 기반의 협력필터링을 위한 퍼지 논리를 이용한 새로운 유사도 척도)

  • Lee, Soojung
    • The Journal of Korean Association of Computer Education
    • /
    • v.21 no.5
    • /
    • pp.61-68
    • /
    • 2018
  • Collaborative filtering is a fundamental technique implemented in many commercial recommender systems and provides a successful service to online users. This technique recommends items by referring to other users who have similar rating records to the current user. Hence, similarity measures critically affect the system performance. This study addresses problems of previous similarity measures and suggests a new similarity measure. The proposed measure reflects the subjectivity or vagueness of user ratings and the users' rating behavior by using fuzzy logic. We conduct experimental studies for performance evaluation, whose results show that the proposed measure demonstrates outstanding performance improvements in terms of prediction accuracy and recommendation accuracy.

Interactive Case Study on Fashion Media: Focused on Showstudio's Fashion Projects (패션 미디어에 나타난 상호작용 사례 연구: 쇼스튜디오(Showstudio)의 패션프로젝트를 중심으로)

  • Kim, Jiyoung
    • Journal of Fashion Business
    • /
    • v.17 no.5
    • /
    • pp.101-119
    • /
    • 2013
  • The purpose of this study is to consider the interactivity which appeared on the fashion media that focus on Showstudio's fashion projects. Showstudio is a famous fashion site that was founded by the famous photographer, Nick Knight, which has displayed interactive projects with fashion designers and artists. The methods of this study are undertaken by theoretical studies and project analysis. The 38 projects under the 'interactive' category are being chosen among archive data and the project explanations, photos and videos provided from the site are studied. Interactivity of fashion projects in Showstudio is considered by main factors such as two-way communication, participation, user control, and responsiveness. Two-way communication appears as transactional communication in the creation process and feedbacks from contents of users. The characteristic of participation appears as participation in the creation process and the practical use of contents. User control appears as control of contents, user interface and streaming media systems. The characteristic of responsiveness appears as real time and synesthesia responsiveness between the user and contents. Showstudio show free communication through digital information transmit system and also indicate the opportunity of innovative interactions among users, media, and contents.

A Comparative Study of Evaluation Factors on Information Systems between the User and the Developer (정보시스템 개발자와 이용자 간의 평가요소에 대한 비교 연구)

  • 조현양
    • Journal of the Korean Society for information Management
    • /
    • v.13 no.1
    • /
    • pp.143-172
    • /
    • 1996
  • The purpose of the study is to set up factors for evaluating information systems which can meet both users' and developers' needs. These factors can be used as a framework in developing successful information systems. To achieve this purpose factors are selected first from the literature review by the previous studies. Then two different questionnaires based on selected factors were made up and distributed to two separate groups; users and developers. It appeared that there are significant differences on ranking and weighting for evaluation factors of information systems between the user and the developer. 185 factors for evaluating information systems are divided into 9 criteria based on their roles. There are significant differences on ranking under 6 out of 9 evaluation criteria between two groups. These are 'effectiveness', 'usability', 'user friendliness', 'documentation', 'output', 'maintenance'. However, there are no significant differences on factors in 'performance', 'developer', and 'user satisfaction' criteria. As a result of the study 185 factors for evaluating information systems were presented with rank.

  • PDF

A Study on Quality Broker to Users Web Service Selection Based on Non-Functional Attributes

  • Sim, Sung-Ho;Song, Young-Jae
    • International Journal of Contents
    • /
    • v.5 no.3
    • /
    • pp.8-13
    • /
    • 2009
  • The recent Web service field emerges as the fastest growing IT paradigm as a result of the increasing interest in SOA (Services-Oriented Architecture) and the expansion of B2B market. With an increasing number of Web service that provide similar features, it becomes more important to provide the most appropriate service for the user's request. A service user in general requires the quality information of Web service when selecting a service among a number of similar Web services. Yet, finding a service through UDDI (Universal Description, Discovery and Integration) does not consider the non-functional aspects of users because it is only based on the functional aspects. That is, the quality, non-functional aspect will be an important factor for the mutual success of the user and provider. Using 3 factors in the Qos factors of the existing studies: the execution cost, reliability, and the quality level, the QoS of Web service is saved and the factors for the QoS are recorded in order to consider non-functional factors when selecting a Web service in this study. The Quality Broker determines the rank and shows the desired result of the service for users. The Quality Broker suggested in this thesis can be used to select a Web Service that considers the user-oriented and non-functional factors.

User Experience and the Multi-Stage Adoption of Mobile Apps

  • Kim, Ambrose;Kim, Kyoung-jae
    • Journal of Information Technology Applications and Management
    • /
    • v.21 no.2
    • /
    • pp.49-79
    • /
    • 2014
  • The adoption of technology has always been of interest to academicians and practitioners of the field of Management Information System. This is so because without proper and adequate adoption, technology-no matter how beneficial or advanced it may be-will be of little value to users. Numerous researches, such as the researches of the Technology Acceptance Model (TAM) or the Unified Theory of Acceptance and Use of Technology (UTAUT), had been conducted to understand the human nature in association with the adoption or rejection of technologies that have bombarded the users. The coming of smart technologies (i.e., smart phones and devices), however, seems to have fundamentally changed the environment for adoption. The ubiquity combined with mobility of technology, especially when it comes to mobile apps, seem to make the old PC era of two-stage-pre and post-adoption models obsolete. A new model of adoption that identifies the determinants of technology acceptance and continuance is needed for the smart age. To this end, this paper undertakes an empirical study, by analyzing 229 users of Social Networking Service (SNS) mobile apps, to identify the role of user experience on the multi-stage adoption of technology, and provides results that User Experience (UX) plays the crucial role of bridging the separate stages of pre and post adoption of technologies. The paper concludes by providing practical implications of the new model as it relates to mobile apps and technologies, and recommendations for further studies to get a better understanding of technology adoption in the smart age.

When Brand Activism Advertising Campaign Goes Viral: An Analysis of Always #LikeAGirl Video Networks on YouTube

  • Lee, Mina;Yoon, Hye Jin
    • International Journal of Advanced Culture Technology
    • /
    • v.8 no.2
    • /
    • pp.146-158
    • /
    • 2020
  • As one of the successful brand activism ad campaigns in recent years, the current study focuses on the Always #LikeAGirl campaign that took on the issue of girls and female empowerment. As a viral video marketing campaign with YouTube as their main vehicle for campaign dissemination, this study examined how Always brand activism campaigns spread on YouTube by conducting a network analysis of YouTube video networks generated by the #LikeAGirl campaign spanning across five campaign periods. Quantifiable data (i.e., views, comments, likes, dislikes, user-generated videos) and structural network patterns show that the Always #LikeAGirl campaign was successful by both standards. Although the follow-up campaign periods were not as successful as the initial campaign, the substantial amount of views, comments, likes, and user-generated content showed that the consecutive campaigns still had impact. As shown through the network patterns, the main campaign ads were central in the diffusion of the campaign during the earlier periods but that role was passed onto the user-generated contents in the later periods. Implications of the findings and future social network analysis studies in brand advertising and brand activism campaigns are further discussed.

A Study on the Recent Trends of Healing Environment in Korean Healthcare Facilities

  • Park, Jae-Seung;Lee, Teuk-Koo;Park, Yeong-Chol
    • Journal of The Korea Institute of Healthcare Architecture
    • /
    • v.15 no.2
    • /
    • pp.59-66
    • /
    • 2009
  • The purpose of this study is to define the concept of sustainability, to understand the traditional belief system, to comprehend user-focused healing environment, to understand the current status of Korean Hospitals, to analyze the selected case studies, and to point the way toward enhanced architectural solutions for healing environment in hospitals. The research results indicate that the design of healthcare facilities with healing effects depend on the considerations of 5 senses of patients. In other words, the sustainable design approach to create a healthy healing environment is very important, and architects must be aware of diverse sensory needs of the patients. In addition, the following factors affection healthcare facilities must be considered to create healing environment for users: - "Emphasis on sustainable Design" for harmony among nature, man, and building. - Creation of user Focused Healing Environment reflecting the suers' senses. - Search for New Hospital Forms through various design experiments to create the most suitable healing environment. - "Perception of Paradigm Shift" form a focus on sickness-oriented to wellness-oriented healthcare facility design. - "Awareness of Creating User-Friendly Environment" covering the entire age group form youth to elderly.

  • PDF

A Situation-Aware based Personalized Resource Sharing System (상황인지 기반 사용자 맞춤 자원 공유 시스템)

  • Lee, Yong-Dae;Park, Won-Ik;Kim, Young-Kuk;Kang, Ji-Hoon
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2008.05a
    • /
    • pp.484-488
    • /
    • 2008
  • In ubiquitous environments, there are a large number of various mobile devices everywhere. Recently, many studies have been research on distributed resources sharing in this ubiquitous environments. However, the problems with this researches are no considering user's situation and preference. Therefore in this paper, we suggest the personalized resource sharing system considering user's situation and preference. Our system is aware of user's situation by using user's schedule information and a context information such as the time and location information and recommends personalized resources by using the simple weighted scheme. We prove our situation-aware based personalized resource sharing system by using a meeting scenario.

  • PDF

Analysis of User's Eye Gaze Distribution while Interacting with a Robotic Character (로봇 캐릭터와의 상호작용에서 사용자의 시선 배분 분석)

  • Jang, Seyun;Cho, Hye-Kyung
    • The Journal of Korea Robotics Society
    • /
    • v.14 no.1
    • /
    • pp.74-79
    • /
    • 2019
  • In this paper, we develop a virtual experimental environment to investigate users' eye gaze in human-robot social interaction, and verify it's potential for further studies. The system consists of a 3D robot character capable of hosting simple interactions with a user, and a gaze processing module recording which body part of the robot character, such as eyes, mouth or arms, the user is looking at, regardless of whether the robot is stationary or moving. To verify that the results acquired on this virtual environment are aligned with those of physically existing robots, we performed robot-guided quiz sessions with 120 participants and compared the participants' gaze patterns with those in previous works. The results included the followings. First, when interacting with the robot character, the user's gaze pattern showed similar statistics as the conversations between humans. Second, an animated mouth of the robot character received longer attention compared to the stationary one. Third, nonverbal interactions such as leakage cues were also effective in the interaction with the robot character, and the correct answer ratios of the cued groups were higher. Finally, gender differences in the users' gaze were observed, especially in the frequency of the mutual gaze.