• Title/Summary/Keyword: User level

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An Edutainment Game Prototype for Sasang Constitutional Food Therapy

  • Yea, Sang-Jun;Zhao, Dapeng;Ryu, Il-Han;Yang, Changsop;Kim, Chul;Gweon, Gahgene
    • Journal of Society of Preventive Korean Medicine
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    • v.19 no.2
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    • pp.159-167
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    • 2015
  • Objective : Recently many kinds of food therapies have sprung up to prevent or manage disease and to promote health. Seeing Korean history, the Korean medical doctors have been applying food therapy based on the thought that the dietary sources were as important as the medicine. Therefore, in this study, we designed a mobile edutainment game prototype with the goal of providing education about healthy food knowledge for users who belongs to different constitutional types. Materials and Method : We adopted the Sasang Constitutional Medicine as the medical background knowledge for our edutainment game design. Based on the user study, we developed the process of edutainment system which is composed of 'My game', 'My constitution', and 'My food'. Among the whole process, we developed a prototype for the core module - the 'My game' part. This prototype used a jumping game for mobile devices that is composed of training, level 1 and level 2 stages. Results : From the target user evaluation, it was proved that 1) in terms of the learning effect of healthy diet, the edutainment game we developed has a significant advantage over the conventional learning media. 2) after playing the edutainment game, the good and bad food identification accuracy based on picture and text format were increased by 44% and 42% respectively, and 3) target users perceived enjoyment while using this prototype, as well as showed positive intention to use this game as edutainment tool in the future. Conclusion : We designed and developed mobile edutainment game prototype to educate healthy food knowledge based on Sasang Constitutional Medicine. Through user evaluation, we proved that our prototype enhanced healthy food knowledge and that user accepted the prototype as a beneficial edutainment tool.

An Study on the User Satisfaction of Open Access Activities in Korea (국내 오픈액세스서비스의 이용자 만족도에 관한 연구)

  • Choi, Hee-Yoon;Hwang, Hye-Kyong;Baek, Jong-Myung
    • Journal of the Korean Society for information Management
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    • v.29 no.1
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    • pp.279-302
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    • 2012
  • The purpose of this study is to analyze service quality factors that affect user satisfaction of Open Access Korea(OAK) services and to draw strategic assignments for activating open access activities in Korea through a user satisfaction survey. User satisfaction indexes were developed to measure all aspects of the OAK services. The quality index, satisfaction index, and performance index were identified in this survey. According to the survey findings, the levels of social quality and social satisfaction are relatively high, this shows the positive evaluation and expectation of researchers for OAK services. However, relatively low level is identified in the area of service process quality, and many opinions about OA contents shortage in Korea represent the importance of the national level contents development strategy. Sustainable policy support, publishing of open access journals, management of institutional repository, OA governance system, expansion of researchers' participation, construction of global collaboration system are suggested as major implications to promote open access activities in Korea.

Gadget Arms: Interactive Data Visualization using Hand Gesture in Extended Reality (가젯암: 확장현실을 위한 손 제스처 기반 대화형 데이터 시각화 시스템)

  • Choi, JunYoung;Jeong, HaeJin;Jeong, Won-Ki
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.2
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    • pp.31-41
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    • 2019
  • Extended Reality (XR), such as virtual and augmented reality, has huge potential for immersive data visualization and analysis. In XR, users can interact with data and other users realistically by navigating the shared virtual space, allowing for more intuitive data analysis. However, creating a visualization in XR also poses a challenge because complicated, low-level programming is required, which hinders broad adaptation in visual analytics. This paper proposes an interactive visualization authoring tool based on hand gesture for immersive data visualization-Gadget Arms. The proposed system provides a novel user interaction to create and place visualization in the 3D virtual world. This simple, but intuitive, user interaction enables user designs the entire visualization space in the XR without using a host computer and low-level programming. Our user study also confirmed that the proposed user interaction significantly improves the usability of the visualization authoring tool.

Development of Customer Satisfaction Model of Providing VMS Traffic Information (VMS 교통정보 제공에 따른 이용자 만족도 모형 개발)

  • Hong, Ji-Yeon;Lee, Soo-Beom;Yeon, Bok-Mo;Lim, Joon-Bum
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.8 no.3
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    • pp.11-19
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    • 2009
  • At present, an intelligent transport system (ITS) is being actively introduced as an alternative plan to solve various transport problems, and a traffic information provision service, a field of ITS, is being provided to users through diverse media. However, the evaluation of how useful the traffic information provided to the road users is limited to a simple questionnaire, and the systematic evaluation about what factors affect the usefulness of traffic information has not been realized. Therefore, it is impossible to calculate user convenience occurring due to traffic information, This paper aimed to develop an index to evaluate user satisfaction levels with traffic information and develop a user satisfaction level model. A result of establishing a user satisfaction level model by executing a questionnaire survey for the analysis object of variable message sign (VMS), a representative information provision medium, showed that 'desire satisfaction', 'trust', 'understanding', and 'efficiency' have an effect. Of them, the 'understanding' showed the highest level, so it was seen that, in case of VMS, how easily the character, figure, expression, etc. provided in the information was understood by users has the biggest effect on the satisfaction level of the information. The next levels of effects on the satisfaction was in the order of 'user trust', 'efficiency', and 'desire satisfaction'.

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Hierarchical Visualization of the Space of Facial Expressions (얼굴 표정공간의 계층적 가시화)

  • Kim Sung-Ho;Jung Moon-Ryul
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.12
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    • pp.726-734
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    • 2004
  • This paper presents a facial animation method that enables the user to select a sequence of facial frames from the facial expression space, whose level of details the user can select hierarchically Our system creates the facial expression space from about 2400 captured facial frames. To represent the state of each expression, we use the distance matrix that represents the distance between pairs of feature points on the face. The shortest trajectories are found by dynamic programming. The space of facial expressions is multidimensional. To navigate this space, we visualize the space of expressions in 2D space by using the multidimensional scaling(MDS). But because there are too many facial expressions to select from, the user faces difficulty in navigating the space. So, we visualize the space hierarchically. To partition the space into a hierarchy of subspaces, we use fuzzy clustering. In the beginning, the system creates about 10 clusters from the space of 2400 facial expressions. Every tine the level increases, the system doubles the number of clusters. The cluster centers are displayed on 2D screen and are used as candidate key frames for key frame animation. The user selects new key frames along the navigation path of the previous level. At the maximum level, the user completes key frame specification. We let animators use the system to create example animations, and evaluate the system based on the results.

An Exploratory Study on Social Media Users' Ambivalent Attitudes (소셜 미디어 이용자의 양가성 태도에 관한 연구)

  • Seol, Jinah
    • Journal of Internet Computing and Services
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    • v.15 no.2
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    • pp.87-94
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    • 2014
  • Social media which includes Facebook enable users to construct relationships and networks as well as sharing of information. By enlisting Facebook users as proxy, this paper attempted to analyze the different emotional states experienced by social media users, specifically to gauge what effect their usage motivation and usage pattern had on the ambivalence level of the users. The quantitative survey result revealed that usage duration or the time of day when Facebook was accessed had no relevant impact on one's ambivalence level. However, there was a direct correlation between frequency of Facebook usage and the ambivalence level. The more the user logged onto Facebook the more suppressed his or her expression became due to fear of giving negative impressions to others and also receiving their negative feedbacks, which then subsequently added to the user's ambivalence. People's main reasons for using Facebook were identified as "chatting," "communicating," "maintaining relationships," "relationship building," "networking," and "finding information about friends," but only "maintaining relationships," "communicating," and "networking" had observable effect on ambivalence. There were no noticeable differences among genders with regards to ambivalence and usage levels, but there was a marked difference based on the user's age. For example, people in their forties showed higher levels of ambivalence than those in their twenties. This may be attributed to anxiety they face as they use Facebook primarily to expand their networks and to maintain relationships. As such, it is surmised that their fatigue level from using social media will only increase. Meanwhile, Korean Facebook user's emotional manifestation tended to skew toward relation-involved ambivalence rather than the self-defensive type. This relation-involved ambivalence might be something that can actually help prevent damage to relationships by limiting excessive emotional expressions. In other words, such ambivalence by Facebook users may be a positive element in a user's social media interaction.

Study on the Impact of XAI Explanation Levels on Cognitive Load and User Satisfaction : Focusing on Risk Levels in Financial AI Systems

  • No-Ah Han;Yoo-Jin Hwang;Zoon-Ky Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.9
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    • pp.49-59
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    • 2024
  • In this paper, we examine the impact of XAI explanations on user satisfaction and cognitive load according to the risk levels defined in the EU AI Act. XAI aims to make the internal processes of complex AI models understandable to humans and is widely used in both academia and industry. The importance and value of XAI are continuously rising; however, there has been little research determining the necessary level of explanation according to AI system risk levels. To address this gap, we designed an experiment with 120 participants, divided into 8 groups, each exposed to one of four levels of explainability(XAI) within low-risk and high-risk financial AI systems. A quantitative approach was used to measure cognitive load, user satisfaction, mental effort, and the clarity of the material design across the different AI system interfaces. The results indicate that the amount of information in explanations significantly affects cognitive load and user satisfaction, depending on the risk level. However, the impact of the level of explanation on user satisfaction was mediated by the material design, which determined how easily the information was understood. This research provides practical, regulatory, and academic contributions by offering guidelines for determining the necessary level of explanation based on AI system risk levels.

An Influence of Wireless LAN on Quality of Transmission of Signals According to User Environments (User 환경에 따른 무선 LAN의 신호 전송품질에의 영향)

  • 전찬욱;고남영
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2003.05a
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    • pp.208-212
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    • 2003
  • 2.4GHz wireless LAN has come into wide use at present according as the use of wireless LAN limited to special fields like network of enterprises or universities has been made gradual popularization and the need for it is gathering strength. Therefore, in this paper, transmission devices and structures of it is investigated and optimum transmission level of signals is researched through experiment about characteristics and rate of transmission of Packet signals in various User environments.

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User interface for remote control robot

  • Kim, Gi-Oh;Jeon, Jae-Wook
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.52-56
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    • 2005
  • The recent growth of the robot technology has made robots be popular and provides people with many opportunities to apply various robots. But most robots are controlled by its unique program, users feel hard and unfamiliar with robot. Therefore we need to find ways to make user feel comfortable and familiar with the usage of robot. First we will analyze how the user interacts with the robot. Next we will discuss a standard human-robot interface provide more usability with that analysis. In this paper, 10 degree of the Level Of Autonomy(LOA) are proposed. It is evaluated that what interface components and designs are proper to each LOA. Finally we suggest a way to design the standard human-robot interface for remote controlleds robot through handheld devices like the Personal Digital Assistant(PDA) and smart phone.

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MIMS: Web-based Micro Machining Service (MIMS: 웹기반 마이크로 머시닝 서비스)

  • Chu W.-S.;Ahn S.-H.;Kim D.-S.;Jun C.-S.
    • Korean Journal of Computational Design and Engineering
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    • v.9 no.3
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    • pp.246-252
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    • 2004
  • Presented in this Paper is a Micro Machining Service .(MIMS) based on the World Wide Web technologies. In order to ensure easy access to the service, the web browsers are used as the user interface. The pan geometry as an STL file is uploaded with process parameter for 3-axis CNC milling. Depending on the predefined user level, novice or expert, the user interface requires different parameters for process planning. An STL-based CAM resides in the server and automatically provides NC codes upon user's request. Tool-paths for scanning and pencil-cut, which are interference-free and precise, are created by the curve-based polyhedral machining method. A couple of sample parts were fabricated by a micro endmill with 127 fm diameter. From the tests, the parts fabricated by scanning followed by pencil-cut resulted in less error(within 2%) than the parts machined only by scanning tool-path.