• Title/Summary/Keyword: User centered design

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A System Architecture Design for Web-Based Application Systems using Role-Based Access Control (직무기반 접근제어를 사용하는 웹기반 응용 시스템의 시스템 아키텍처 설계)

  • Lee, Ho
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.12
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    • pp.217-225
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    • 2010
  • Among web-based systems being widely used now, there are so many systems which are still using an user-level access control method. By successfully applying role-based access control(RBAC) to web-based application systems, we can expect to have an effective means with reinforced security for Internet-based systems. In order to apply RBAC to web-based application systems, we should come up with a system architecture for it. I proposed a system architecture which is needed to apply RBAC to web-based application systems. The proposed system architecture is largely composed of system composition and system functioning. For details, firstly, a certificate used by RBAC is specified. Secondly, a system architecture using a user-pull method is proposed and overall system components are mentioned with a role server being centered. Then, I showed how the system architecture can work to carry out RBAC on web-based application systems. Lastly, the analyses on the proposed system architecture are described for the purpose of proving its feasibility.

Comparative Evaluation of Exercise Effects of Motion-based Sports Game (체감형 스포츠 게임의 운동 효과 비교 평가)

  • Boo, Jae Hui;An, Ji Hyeon;Kim, Jeong Hyeon;Kim, Dong Keun;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.3
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    • pp.403-411
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    • 2022
  • A motion-based sports game uses a motion sensor or a camera to exercise based on body movements, and it is possible to obtain exercise effects such as improving physical strength while enjoying the game. In prior works, various studies such as usability evaluation has been conducted on motion-based sports games. However, there has been no discussion about how the exercise effect is exerted on users when experiencing motion-based sports games as individual or team play. This study compared the user's exercise effects by analyzing the user's ECG (Electrocardiogram) sensor and the Kinect sensor's skeletal information using Nintendo Switch game that is played individually and as a team. In this paper, the experimental design and method, the quantitative measurement results based on ECG and Kinect, and the results of the post-test subjective measurement are discussed.

An Analysis of Correlation Between Metacognition and Digital Library Searching Behavior

  • Heesop, Kim;Aluko Ademola, Mayokun
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.75-82
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    • 2023
  • The main purpose of this study is to analyze the metacognition of digital library search behavior of college students and to provide a fundamental data for the designing a user-centered online information retrieval system to find more optimal search results. In order to achieve the purpose of this study, metacognition was classified into the five main categories, including schema-training, planning, monitoring, evaluation, and transfer, and a total of twenty subcategories were included. A total of 112 students participated in the online questionnaire. The collected data were analyzed using SPSS version 26, and it was found that there was a significant correlation between metacognition of college students and their digital library searching behavior. In particular, the digital library search experience was found to be the strongest factor to be considered as the most important variable in digital library design based on the aspect of user metacognition.

A Web-based Platform for Managing Rehabilitation Outcome Measures

  • Sujin Kim;Jiwon Jeon;Haesu Lee
    • Physical Therapy Korea
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    • v.31 no.2
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    • pp.174-181
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    • 2024
  • Background: Effective management of clinical assessment tools is critical in stroke and brain injury rehabilitation research. Managing rehabilitation outcome measures (ROMs) scores and training therapists in multicenter randomized clinical trials (RCTs) is challenging. Objects: The aim of this study was to develop a web-based platform, the Korean Rehabilitation Outcome Measurement (KoROM), to address these limitations and improve both therapist training and patient involvement in the rehabilitation process. Methods: The development of the KoROM spanned from June 2021 to July 2022, and included literature and web-based searches to identify relevant ROMs and design a user-friendly platform. Feedback from six physical therapy and informatics experts during pilot testing refined the platform. Results: Several clinical assessment tools categorized under the International Classification of Functioning, Disability, and Health (ICF) model are categorized in the KoROM. The therapist version includes patient management, assessment tool information, and data downloads, while the patient version provides a simplified interface for viewing scores and printing summaries. The master version provides full access to user information and clinical assessment scores. Therapists enter clinical assessment scores into the KoROM and learn ROMs through instructional videos and self-checklists as part of the therapist standardization process. Conclusion: The KoROM is a specialized online platform that improves the management of ROMs, facilitates therapist education, and promotes patient involvement in the rehabilitation process. The KoROM can be used not only in multi-site RCTs, but also in community rehabilitation exercise centers.

A Study on the Design Improvement of Street Facilities in Jeollabuk-do Province (전라북도 가로시설물의 디자인 제고를 위한 연구)

  • Kim, Sang Hyun;Kim, Hong Bae
    • Journal of the Korean Institute of Rural Architecture
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    • v.25 no.2
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    • pp.1-8
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    • 2023
  • This study reveals the absence of standard design guidelines by region through investigation and analysis centered on public design cases by region in Jeollabuk-do and design elements that can reflect the integration, identity, and diversity of public design in each region by five regions. Through this, the following conclusions could be obtained. First, to improve the quality of street facilities in Jeollabuk-do, the design elements (design motif, color, pattern) applicable to the standard design were analyzed by dividing them into five regions. As a design motif, it was possible to extract patterns containing straight lines, sophistication, dignity, and smartness. In the Northeast region, it is comfortable with the motif of the mountain ridge reflecting geographical characteristics, and it can be extracted elements that contain warm and natural colors. In the southeastern region, patterns that reflect design elements were extracted by applying safe, lively, and peaceful colors with the design motif of curves that blend nature and agriculture. In the southwestern region, design pattern elements that highlight nature, history, and culture were extracted with various cultural assets and natural greenery as motifs. Lastly, in the Saemangeum region, the ocean flow and greenery could be used as a design motif to reflect a positive, clear, future-oriented image in the design spot zones by region. Second, based on the standard design elements (design motive, color, pattern) by region extracted for the standard design development of street facilities in each region in Jeollabuk-do, an integrated zone(Form, structure, material, color, functional element) to which regional design guidelines can be applied. Third, an integrated zone (form, structure, material, color, functional elements) was composed. In addition, design spot zones (patterns and colors in city and county units) that can contain the diversity and identity of each region were designated. By designating design spot zones (patterns and colors in city and county units) that can contain the diversity and identity of each region, standard design development plans (integrated pillars, jaywalking prevention fences, roundabouts (urban type, rural type), street trees) Eight standard designs, including protective covers, street planters, flat benches, light benches, visual media for user guidance, and parking zones for personal mobile devices) were presented.

The Development of Smart Jacket Incorporating MP3 functionality for Commercial Use (MP3 기능 스마트 재킷의 상용화 모형 개발)

  • Cho, Hyun-Seung;Kim, Jin-Hyung;Park, Sun-Min;Ryu, Jae-Hun;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.9 no.4
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    • pp.377-383
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    • 2006
  • The purpose of this research is to develop a design model of a smart jacket incorporating MP3 functionality for commercial use, as one of the digital lines of textile to apply If technology. In order to conduct this study, the previous studies were analyzed and usability and wearability tests were conducted using five prototype design models of smart wear with MP3 functionality. Accordingly, the smart jacket incorporating MP3 functionality for commercial use, for which user-centered interface, usability and wearability were completed, was developed by optimizing the design and location of the input interface, control module, the path of wires and earphone etc., based on textile wire and keypad. The smart jacket targets the female dress market from late-teens to early twenties. It will be a high value commodity considers all aspects of recent fashion trends, consumers' emotional satisfaction and the value of digital wear.

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Design and Implementation of High-Resolution Image Transmission Interface for Mobile Device (모바일 환경을 위한 맞춤형 서비스 유비쿼터스 영상전송 시스템의 설계)

  • Lee, Sang-Wook;Ahn, Yong-Beom;Kim, Eung-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.4
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    • pp.791-799
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    • 2008
  • An image recognition for surrounding conditions is very important in image transmission. In recently rears, as the information infrastructure is more general, the user-centered demands in which they want to identify by object's states image using wire or wireless environment have increased. However, existing mobile solution could be hard to expect high quality mage, because limitation of software processing according as network based on mobile terminal which has low band width supports software codec. To solve this weak point, this paper describes on hardware codec design based on MPEG-4 which is international video compression standard. Implemented system contains the embedded CPU for optimized design and it works high quality service as transmission speed and resolution in mobile circumstance.

A case-study suggests government-supported startup mentoring service -Focused on public service design methodology- (사례연구를 통한 정부지원중심 스타트업 멘토링서비스 제안 -공공서비스디자인 방법론을 중심으로-)

  • Lee, Yun-Ju;Kim, Sun-Ah
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.63-71
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    • 2019
  • The purpose of this study is to reduce the barriers to entry into the government- supported startups and to contribute to the improvement of public policy services of the government. To do this, we identify the difficulties and problems that pre-founders are experiencing through startup cases of young entrepreneurs established in 2018, and provide practical help for pre-founders to experience their utility in preparation for government-supported startups, the need for public services to do so. And to propose a mentoring service to help the successful startup of policy-oriented user. This study is effective to adopt and apply the public service design process and methodology to the development of public policy service for the pre-founder who is preparing for government support centered startup. This study is meaningful that it presents one approach that can be considered when the government wants to develop and improve public policy services.

Basic Study for User-centered Kindergarten Planning and Design Standards -Focusing on Case Studies and Advice- (사용자 중심의 단설 유치원 계획 및 설계기준을 위한 기초연구 -사례조사와 자문의견을 중심으로-)

  • Meang, Joon-Ho;Kim, Sung-Joong;Song, Byung-Joon;Kim, Jae-Young
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.20 no.4
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    • pp.1-12
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    • 2021
  • This study aims to propose a planning direction based on the results of domestic case studies and expert advice as a basic research to establish a specific implementation model for kindergarten education space in response to changes in future society and future education by escaping from the issues and facility limitations of existing kindergarten education space. To this end, it is intended to contribute to the positive effect of future education policies by being used as basic data for building specific implementation models through review of the 'Nuri' course, domestic case analysis, and revision of specific standards for kindergarten facility planning. The main research results were case analysis and advisory consultations to derive facility standards and planning directions divided into layout plans, general classrooms, support facilities, public spaces, and external spaces, and a process for identifying and systematizing space-influencing factors based on the facility standards derived in this basic study is needed hereafter.

A research on the emotion GUI design of touch mobile for Grooming user by using a multidimensional standard analysis (다차원 척도 분석법을 통한 Grooming 사용자의 터치폰 감성 GUI 디자인에 대한 연구)

  • Kim, Ji-Hye;Whang, Min-Cheol;Kim, Yong-Woo;Lim, Joa-Sang
    • Science of Emotion and Sensibility
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    • v.12 no.4
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    • pp.501-510
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    • 2009
  • This study is to establish GUI (graphic user interface) in mobile touch phone for grooming user by using two dimensional emotion model determined by multi-dimensional scale method. The processes conducted in the research were as the followings: First of all, visceral, behavioral, and reflective factors of emotion (Norman, 2002) was defined from investigating the life styles of the Grooming users. Secondly, factor analysis was performed to extract the representative emotional words. In the third step, they were mapped into the two-dimensional emotion model through multi-dimensional scaling. Finally, the mapped emotional words were tried to be related to GUI factors of touch phones and normalizing their relation degree between 0 and 1. This study determined GUI factors significantly related to representative emotions described as special, self-centered, sophisticated, free, passionate, neat for application to mobile touch phone. This study determined the major emotion factors that should be considered the most important while designing the GUI factors.

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