• 제목/요약/키워드: User interaction

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제품-사용자 인터렉션 모델링을 통한 제품개선 아이디어탐색 (Idea Exploration for Product Innovation based on Product-User Interaction Modeling)

  • 박정순;이건표
    • 한국디자인학회:학술대회논문집
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    • 한국디자인학회 1999년도 추계 학술발표대회 논문집
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    • pp.28-29
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    • 1999
  • 제품을 사용한다는 것은 어떤 목적을 달성하기 위한 제품과 사용자 사이의 입력과 출력과정으로 해석할 수 있다. 이런 측면에서 제품과 사용자와의 관계를 고찰해 볼 때 최근에 부쩍 그 수가 늘어난 지능형 제품들은 이전의 제품들이 물리적이고 신체적인 자원의 투입과 이에 따른 기계적인 제품반응에 의해 사용자와 직접적이고 단순한 제어-피제어의 관계를 가졌던 것과는 달리 지적인 자원의 투입과 함께 제품으로부터 지적인 결과물을 출력받아 사용자가 이를 다시 해석해야하는 간접적이면서도 쌍방향적인 교류관계를 가진다.(중략)

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The Effect of Users' Motivations and Interactivity on Online Word of Mouth

  • PARK, Seolwoo
    • The Journal of Asian Finance, Economics and Business
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    • 제7권10호
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    • pp.855-863
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    • 2020
  • The purpose of this study is to investigate the impacts of two different kinds of interactivity, such as user-to-user and user-to-media interaction, on the relationship between SNS motivation and online word of mouth (WOM). An online survey was conducted with SNS users in Korea. Using the convenience-sampling method, 300 surveys were collected and 295 were used in the actual analysis after excluding data with careless responses or missing values. Hypotheses were tested using Structure Equation Model (SEM) and path analysis by using AMOS22. The results indicate that four different SNS motivations (self-expression, relational, fun, and browsing motivation) have a partially significant positive effect on perceived user-to-user and user-to-media interaction in SNS. Although both user-to-user interactivity and user-to-media interactivity were found to have a significant effect on online word of mouth, by comparing the standardized regression coefficients in these relationships, it was found that user-to-user interactivity has a greater effect on online WOM than user-to-media interactivity. These results show that the motivated SNS users want to express their desire to communicate with other users in contrast than their desire to learn media functions when motivated SNS users reveal their personalities, knowledge, and abilities. Theoretical and managerial implications are discussed.

모바일 기기 환경의 인터렉티브 모션 기반 콘텐츠 개발 도구와 DEVS 모델링 (DEVS Modeling for Interactive Motion-based Mobile Contents Authoring Tool)

  • 주승환;최요한;임용수;서희석
    • 디지털산업정보학회논문지
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    • 제11권2호
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    • pp.121-129
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    • 2015
  • Interactive media is a method of communication in which the output from the media comes from the input of the users. The interactive media lets the user go back with the media. Interactive media works with the user's participation. The media still has the same purpose but the user's input adds the interaction and brings interesting features to the system for a better enjoyment. We need a digital content using a dynamic motion and gesture of the mobile device. We made an authoring tool for content producers to easily create interactive content. We have tried to take advantage of the interaction by using a touch screen and a gravity sensor of the mobile device. This interaction may lead to allow the user to participate in the content, it can be used as a key device to assist in engagement. Furthermore, our authoring tool can be applied to various fields of publishing content.

군수지원 서비스에서 상호작용품질 인식에 대한 사례연구 : 정비기능을 중심으로 (A Case Study on the Perception of Interaction Quality in Military Logistics Support Service: Focused on Maintenance Function)

  • 조종목;김종원;홍석기
    • 한국산업정보학회논문지
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    • 제22권3호
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    • pp.63-76
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    • 2017
  • 전통적으로 군수지원체제 구축과 결과품질에 관심이 집중되는 환경 속에서도 군수현장에서는 상호작용 품질에 대한 사용부대의 니즈가 나타나기 시작했다. 군수 기능 중 보급, 정비, 급양부대가 제공하는 군수지원 서비스품질 차원 중에서 상호작용 품질이 사용부대의 만족에 더 큰 영향을 미친 것으로 나타났는데, 특히 정비기능의 상호작용 품질이 가장 영향력이 크게 나타났다. 설문조사를 통한 실증분석 결과와 현장 군수종사자의 인터뷰가 이를 잘 증명하고 있으며, 고객과 상호작용 활동이 두드러지는 정비 기능의 특성이 이를 뒷받침하고 있다. 또한 상대적으로 직무만족이 높은 정비부대 종사자가 제공하는 서비스가 사용부대의 만족을 향상시키는 결과를 가져왔다.

An analysis of the component of Human-Robot Interaction for Intelligent room

  • Park, Jong-Chan;Kwon, Dong-Soo
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2005년도 ICCAS
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    • pp.2143-2147
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    • 2005
  • Human-Robot interaction (HRI) has recently become one of the most important issues in the field of robotics. Understanding and predicting the intentions of human users is a major difficulty for robotic programs. In this paper we suggest an interaction method allows the robot to execute the human user's desires in an intelligent room-based domain, even when the user does not give a specific command for the action. To achieve this, we constructed a full system architecture of an intelligent room so that the following were present and sequentially interconnected: decision-making based on the Bayesian belief network, responding to human commands, and generating queries to remove ambiguities. The robot obtained all the necessary information from analyzing the user's condition and the environmental state of the room. This information is then used to evaluate the probabilities of the results coming from the output nodes of the Bayesian belief network, which is composed of the nodes that includes several states, and the causal relationships between them. Our study shows that the suggested system and proposed method would improve a robot's ability to understand human commands, intuit human desires, and predict human intentions resulting in a comfortable intelligent room for the human user.

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Unity와 Leap Motion을 이용한 웹 기반 3D 가상품평 (Web-based 3D Virtual Experience using Unity and Leap Motion)

  • 정호균;박형준
    • 한국CDE학회논문집
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    • 제21권2호
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    • pp.159-169
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    • 2016
  • In order to realize the virtual prototyping (VP) of digital products, it is important to provide the people involved in product development with the appropriate visualization and interaction of the products, and the vivid simulation of user interface (UI) behaviors in an interactive 3D virtual environment. In this paper, we propose an approach to web-based 3D virtual experience using Unity and Leap Motion. We adopt Unity as an implementation platform which easily and rapidly implements the visualization of the products and the design and simulation of their UI behaviors, and allows remote users to get an easy access to the virtual environment. Additionally, we combine Leap Motion with Unity to embody natural and immersive interaction using the user's hand gesture. Based on the proposed approach, we have developed a testbed system for web-based 3D virtual experience and applied it for the design evaluation of various digital products. Button selection test was done to investigate the quality of the interaction using Leap Motion, and a preliminary user study was also performed to show the usefulness of the proposed approach.

사용자 인터랙션을 지원하는 HTML5 기반 e-book 뷰어 시스템의 요구사항 분석 및 설계 (Requirements Analysis and Design of an HTML5 Based e-book Viewer System Supporting User Interaction)

  • 최종명;박경우;오수열
    • 디지털산업정보학회논문지
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    • 제9권2호
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    • pp.33-40
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    • 2013
  • E-books have been popular and common in everyday life during past a decade, and the market is expected to grow much more because of the popularity of tablet computing devices such as iPad. With the helps from the devices, people want to read or experience more interactive, fun, and informative e-book contents. In order to meet those needs, we introduce requirements of an e-book viewer system that supports user interaction, 3D modeling view, and augmented reality. We also introduce some design issues of the system and its concept proof prototype system. We determine to adopt HTML5 for e-book content format because it already supports content rendering, multimedia, and user interaction. Furthermore, it is easy to implement e-book viewer because there is already Webkit component for HTML5. We also discuss design issues for integrating an Augmented Reality viewer with Webkit-based e-book viewer. This paper will give e-book viewer developers and contents developers some guidelines for new e-book systems.

Using Spatial Ontology in the Semantic Integration of Multimodal Object Manipulation in Virtual Reality

  • Irawati, Sylvia;Calderon, Daniela;Ko, Hee-Dong
    • 한국HCI학회논문지
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    • 제1권1호
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    • pp.9-20
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    • 2006
  • This paper describes a framework for multimodal object manipulation in virtual environments. The gist of the proposed framework is the semantic integration of multimodal input using spatial ontology and user context to integrate the interpretation results from the inputs into a single one. The spatial ontology, describing the spatial relationships between objects, is used together with the current user context to solve ambiguities coming from the user's commands. These commands are used to reposition the objects in the virtual environments. We discuss how the spatial ontology is defined and used to assist the user to perform object placements in the virtual environment as it will be in the real world.

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Robust Sentiment Classification of Metaverse Services Using a Pre-trained Language Model with Soft Voting

  • Haein Lee;Hae Sun Jung;Seon Hong Lee;Jang Hyun Kim
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제17권9호
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    • pp.2334-2347
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    • 2023
  • Metaverse services generate text data, data of ubiquitous computing, in real-time to analyze user emotions. Analysis of user emotions is an important task in metaverse services. This study aims to classify user sentiments using deep learning and pre-trained language models based on the transformer structure. Previous studies collected data from a single platform, whereas the current study incorporated the review data as "Metaverse" keyword from the YouTube and Google Play Store platforms for general utilization. As a result, the Bidirectional Encoder Representations from Transformers (BERT) and Robustly optimized BERT approach (RoBERTa) models using the soft voting mechanism achieved a highest accuracy of 88.57%. In addition, the area under the curve (AUC) score of the ensemble model comprising RoBERTa, BERT, and A Lite BERT (ALBERT) was 0.9458. The results demonstrate that the ensemble combined with the RoBERTa model exhibits good performance. Therefore, the RoBERTa model can be applied on platforms that provide metaverse services. The findings contribute to the advancement of natural language processing techniques in metaverse services, which are increasingly important in digital platforms and virtual environments. Overall, this study provides empirical evidence that sentiment analysis using deep learning and pre-trained language models is a promising approach to improving user experiences in metaverse services.