• Title/Summary/Keyword: User education

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The Educational Games' UI Study from the Point of View of UX by Eye-tracking (UX관점에서 Eye-tracking을 이용한 교육용 게임 UI연구)

  • Shin, Won-Sub;Shin, Donghoon;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.211-224
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    • 2013
  • The purpose of this study was to find the effective way of composition in terms of UX(user experience) when configuring UI(user interface) of educational game by utilizing ET(eye-tracking). Experimental material was a game related to the middle school 'force and motion'. SMI (SensoMotoric Instruments)' iView X TM RED was used in order to collect eye movement data. The results of this study was as follows. First, the lead element for fast visual attention should be placed in the center when the educational game UI is configured. Second, burton that changes character's features and the information about them should be placed close to each other. Third, learning quiz caught visual attention faster when it was placed on the left side of UI. Fourth, when one UI was overlapped by another, parts that were not overlapped was fixated, too.

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Context-awareness User parameter Analysis based on Clustering Algorithm (상황인식정보 추출을 위한 클러스터링 알고리즘 기반 사용자 구분 알고리즘)

  • Kim, Min-seop;Ho, Shin-in;Jung, Byoung-hoon;Son, Ji-won;Jo, Ah-hyeon;do, yun-hyung;Lee, Kang-whan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.519-522
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    • 2017
  • In this paper, we propose an algorithm for an alternative method using the clustering algorithm in a system that needs classification to extract individual user context information. In the conventional user classification system, the user has to input his own information. In this paper, we will research and develop a system applying a clustering algorithm which can extract user 's perceived information applying the improved algorithm for user management base. Generally, the algorithm that distinguishes users with the same data makes sure that recorded information matches the newly entered information, and then responds accordingly. However, it is troublesome to manually input information of the new user. Therefore, in this paper, we propose a method to distinguish users by using the clustering algorithm based on the analyzed data from the working memory in the accumulated system without directly inputting the user information. The study shows that the management method applied to the applied algorithm is more adaptive in environments where the number of people is different from that of the existing system (as a subjective observer test method).

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Bringing Human Computer Interaction in Computer Science Classrooms : Case Study on Teaching User-Centric Design to Computer Science Students (컴퓨터 사이언스 강의실 HCI 도입 : 컴퓨터 사이언스 학생에게 사용자 중심 설계 교육에 관한 사례 연구)

  • Jeong, Young-Joo;Jeong, Goo-Cheol
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.1
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    • pp.164-173
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    • 2010
  • In recent decades, focuses on usability and emphases on user-centric design have become more prevalent in the field of software design. However, it is not always easy for engineers and computer scientists to think in the users' shoes. Human-computer interaction (HCI) is a field of study that focuses on creating technologies easier and more intuitive for the users. This paper is based on teaching HCI skills to undergraduate computer science students in a software application design course. Specifically, this paper employs: first, the HCI skills taught to the students; second, the tendencies and challenges of the students in creating user-centric applications; and lastly, suggestions based on our findings to promote HCI in developing user-friendly software. While more firm conclusions shall be reserved for more formal empirical studies, the findings in this paper still offer implications and suggestions for promoting user-centric approach for software designers and developers in the technology industry.

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Analysis of User Experiences to Improve Elementary Learner's Interactivity in the Exhibition Appreciation Class through Metaverse platform : Focusing on Zepeto (메타버스 플랫폼을 활용한 전시 감상수업에서 초등 학습자의 상호작용성 향상을 위한 UX 분석: 제페토를 중심으로)

  • Kim, Youbin;Nam, Yanghee
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.476-492
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    • 2022
  • This study explored at the potentials of exhibition appreciation classes using the metaverse platform, and identified what types of interactions could occur when elementary students participate in the exhibition appreciation education using metaverse platform. We had a user observation research and FGI through implementation of actual elementary class and we analyzed problematic experiences from the viewpoint of user to content and user to user interaction. As a result, fifteen UX improvements were derived by Delphi technique for solving the problematic experiences and improving learner's interactivity.

A Study on Guidelines for School Space Innovation Project - focused on the Manual for Project of Future Classroom in Incheon Metropolitan City Office of Education - (학교공간혁신사업 운영 가이드라인에 관한 연구 - 인천광역시교육청 미래교실사업 매뉴얼 중심으로 -)

  • Park, Yeol;Choi, Jin-Hee;Oh, Seung-Ju
    • Journal of the Korean Institute of Educational Facilities
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    • v.27 no.4
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    • pp.11-16
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    • 2020
  • Today, the paradigm of education is changing from teacher-centered, facility-centered, supplier-centered to student-centered, people-centered, and user-centered. In 2019, the Ministry of Education promoted the school space innovation project to provide a school space as a balanced life space, such as learning, play, and rest, through educational activities led by students, who are the leaders of the future society. Based on this, Incheon Metropolitan City Office of Education prepared a manual for practice while carrying out a project to build a future classroom. In those projects 'user participatory design' is applied as a new design approach and facilitators play an important role as experts in the process of user participatory design. However, it is different from the guidelines by the Ministry of Education in terms of facilitator role; facilitator in Incheon's future classroom projects can be in charge of designer part. This was possible because the design scope was limited to the classroom space and the construction permit work was not applied, and the Incheon Metropolitan City Office of Education seems to be able to successfully implement the plan derived through 'user participatory design' under the responsibility of the facilitator. However, this may be considered to be inconsistent with the basic purpose of the school space innovation project. In the case of the school unit project, it is considered that more systematic supplementation is necessary.

A Study on a Feedback-Centric Piano Education System Using Kinect Sensors (키넥트를 활용한 피드백 중심의 피아노 교육 방안 연구)

  • Park, So Hyun;Ihm, Sun Young;Park, Eun Young;Son, Jong Seo;Park, Young Ho
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.9
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    • pp.403-408
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    • 2015
  • Kinect sensors have the ability to recognize the behavior and voice of the user. Due to its low-cost and high accessibility, Kinect sensors have been used in various fields, including healthcare, education and so on. In this paper, we propose to use Kinect in piano education. Specifically, the proposed method first recognizes the coordinate values of user's posture, compares them with coordinate values of teacher's posture and provide real-time feedbacks to the user. This enables user to keep the correct posture even when he is learning piano without a teacher. However, since the piano education is a long process, it is difficult to achieve the correct posture as a teacher immediately. Thus, we propose a user-oriented method to measure the error tolerance rate. The proposed method is the first feedback based piano education system that uses Kinect sensors.

A preliminary study on the evaluation method of online design education (비대면 디자인 교육 평가 체계 구축에 관한 기초 연구)

  • Park, Seo-Yeon;Pan, Young-Hwan
    • Design & Manufacturing
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    • v.16 no.2
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    • pp.7-12
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    • 2022
  • The purpose of this study is to develop an evaluation method for online design education. Online education has established itself as the primary form in the educational field, however, there are unsatisfactory response from instructors and students due to rapid conversion of online education. Due to the transition of educational method, online class contents have become optimized and online educational experiences became accumulated. However, clear education criteria is essential. This study states importance of two parts: establishing an evaluation system based on design thinking for online design education and finding appropriate online platforms for interaction between instructors and students. The research results provide implications for ensuring the efficiency of design education and are expected to contribute significantly to the future education field.

Robot Driving System and Sensors Implementation for a Mobile Robot Capable of Tracking a Moving Target (이동물체 추적 가능한 이동형 로봇구동 시스템 설계 및 센서 구현)

  • Myeong, Ho Jun;Kim, Dong Hwan
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.22 no.3_1spc
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    • pp.607-614
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    • 2013
  • This paper proposes a robot driving system and sensor implementation for use with an education robot. This robot has multiple functions and was designed so that children could use it with interest and ease. The robot recognizes the location of a user and follows that user at a specific distance when the robot and user communicate with each other. In this work, the robot was designed and manufactured to evaluate its performance. In addition, an embedded board was installed with the purpose of communicating with a smart phone, and a camera mounted on the robot allowed it to monitor the environment. To allow the robot to follow a moving user, a set of sensors combined with an RF module and ultrasonic sensors were adopted to measure the distance between the user and the robot. With the help of this ultrasonic sensors arrangement, the location of the user couldbe identified in all directions, which allowed the robot to follow the moving user at the desired distance. Experiments were carried out to see how well the user's location could be recognized and to investigate how accurately the robot trackedthe user, which eventually yielded a satisfactory performance.

A research for Social Learning method of using Social Media (소셜 미디어를 활용한 소셜 러닝 체제 연구)

  • Chang, Il-Su;Hong, Myung-Hui
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.233-240
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    • 2011
  • Social Media is the open online tool and media platform for sharing and participation of users opinion, experience, viewpoiont, so general situation that is one-side flowing from production to consume doesn't act, and while use of two-way, user create contents use of sharing and participation. This social media include Blog, Social Network Service(SNS), Wiki, User Create Contents(UCC), Micro Blog, 5 types. In broad terms, Social Learning is self-learning that user sharing with coperation and collective intelligence through Social Media, and in few wards Social Learning is learning for Social Media. In this research, we define Social Media and Social Learning, and research of method of use of Elementary Education.

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The efficient operation of computerized tax accounting education plan (전산세무회계교육의 효율적 운영방안)

  • Woo, Myung-Ok;Kim, Jin-Sep
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.229-240
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    • 2012
  • This study is to analyze effect of differential education for individual end-user group with regard to the computerized tax accounting on its efficient education strategy. In order to achieve the purpose of this study, independent variables and dependent variables on education of computerized tax accounting are measured. Also, discrepancies among individual end-user group on operational satisfaction of computerized system, educational satisfaction and practical utilization which are measured by Regression Analysis are confirmed. This could verify that each end-user group has different understanding for the computerized tax accounting education. The result of this study could be an important guidelines to find a solution for the efficient operational strategy for computerized tax accounting education in future also expected its wide application on other similar studies.