• Title/Summary/Keyword: User satisfaction

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A Study on the Establishment of Educational Environment Improvement Indicators (교육환경 개선 지표 설정에 관한 연구)

  • Lee, Sang-Min;Choi, Hyeong-ju
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.17 no.3
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    • pp.35-45
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    • 2018
  • The purpose of this study is to analyze the types of present situation data related to school facilities through existing literature and related systems and to develop indicators related to improvement of educational environment that can have an important influence on students' education and life in general. In this study, we conducted a second Delphy Survey to establish the educational environment improvement index. As a result, a total of 88 education environment improvement indicators were set, including 43 indicators on the quantitative aspects of the area, adequacy of general classrooms, and appropriateness of multi-purpose steel sugar, 34 indicators on the qualitative aspects such as the level of seismic performance, age of fire facilities, aging of toilets, and aging of finishing materials, and 11 indicators on operational aspects such as energy usage and user satisfaction.

A Study on the Visual Perception of Characters Using Eye Tracking (시선추적장치를 활용한 캐릭터의 시지각 집중도에 관한 연구)

  • Yin, Shuo-Han;Park, Min-Hee;Hwang, Mi-Kyung;Nam, Ga-Young;Kwon, Mahn-Woo
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.105-113
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    • 2019
  • This study is to analyze the concentration of visual perception of the subject through the eye-tracking experiments targeting popular characters and to investigate it is effective to highlight which part of the character in inducing consumers' interest and curiosity. As a result of the study, the subjects paid more attention to the face than the character's body, and also noted a little attention to auxiliary elements such as pants, tees, shoes, and whiskers. These results mean there is clearly different factor in which the subject's gaze on the character frequently stays and does for a long time. Therefore, the designers should recognize the differences of the concentration of visual perception by character components as a differentiating factor to feel the emotional satisfaction such as the user's interest, empathy, and immersion in the character and actively reflect it when developing the character design. In addition, there was a difference in the visual perception concentration of each of the auxiliary elements, and if careful research is done on whether the influence factors are also due to individual characteristics or another influential factors, it will be a wider study on character design.

A Study on the Measurement of Service Quality of Construction Technology Digital Library System (건설기술 디지털도서관시스템의 서비스 품질 측정에 관한 연구)

  • Jeong, Seong-Yun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.709-716
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    • 2018
  • This study designed a research model to improve the service quality of a Construction Technology Digital Library System (CODIL), which is operated to enhance the technical competitiveness of construction and engineering companies. SERVQUAL, LibQUAL+, and DigiQUALTM are models for measuring the library service quality. This study examined the factors used in SERVQUAL, LibQUAL+, and DigiQUALTM to objectively select the measurement factors used in the research model. This study selected the factors that reflect the characteristics of CODIL among the factors investigated. Next, this study was conducted with a sample of CODIL members. The correlations between the independent variables and a dependent variable were analyzed, and the factors and influence of CODIL on the user satisfaction were examined. These results can be used as useful data to improve the service of digital libraries in other specialized fields.

A Study on Factors of T.I.C(tourist information center) in Seoul -Focus on Itaewon- (서울시 관광안내소(Tourist Information Center) 평가요소 연구 -이태원을 중심으로-)

  • Sung, Min-Ji;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.5
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    • pp.347-351
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    • 2019
  • The purpose of this study is to suggest the Assessment model for tourist information center in Seoul. As a research method, we analyzed international guideline and interview with tourism experts in order to rate the tourist centers in Seoul. Secondly, we renamed the international rating model to Itaewon information center as a typical landmark in Seoul. The assessment factors for T.I.C is assembled through researching of the centers' status in terms of overall service satisfaction. Via in - depth interview with 9 visitors, as a result, we were able to derive the possibility that new-designed rating model is able to be applied to the Tourist centers in Seoul. It is significant that this study suggests ways to improve domestic tourist center service. It is expected that the follow - up study will help improve the factors to Seoul T.I.C, not only Itaewon, with much more specific rating method.

Proposal of Informatization Performance Management Model for the ETO-based Shipbuilding and Marine Industry (ETO 기반 조선해양분야를 위한 정보화 성과관리모형 제안)

  • So, Seung-Uk;Kim, Seung-Hee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.2
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    • pp.157-167
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    • 2021
  • Despite the importance of information technology, research on information-oriented performance management and performance management methods are very insufficient. In this paper, the SSU-ITPM model, a company-wide informatization performance evaluation and management model that reflects the characteristics of the shipbuilding and marine industry with high cooperative and process complexity, was presented. This model consisted of informatization planning and project management, informatization field utilization evaluation, informatization utilization quality evaluation, informatization user satisfaction evaluation, and informatization effect achievement evaluation. In addition, through the application of Company D, the feasibility of practical application of the model was confirmed. This study is expected to provide a practical reference model for informatization performance management of ETO plant-based companies such as the shipbuilding and offshore sector.

Developing Experiential Exhibitions Based on Conservation Science Content of Bronze Mirror

  • Jo, Young Hoon;Kim, Jikio;Yun, Yong Hyun;Cho, Nam Chul;Lee, Chan Hee
    • Journal of Conservation Science
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    • v.37 no.4
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    • pp.362-369
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    • 2021
  • In museums, exhibition content focuses mostly on cultural heritage's historical values and functions, but doing so tends to limit visitors' interest and immersion. To counter this limitation, the study developed an experiential media art exhibition fusing bronze mirrors' traditional production technology and modern conservation science. First, for the exhibition system, scientific cultural heritage contents were projected on the three-dimensional (3D) printed bronze mirror through interactions between motion recognition digital information display (DID) and the projector. Then, a scenario of 17 missions in four stages (production process, corrosion mechanism, scientific analysis and diagnosis, and conservation treatment and restoration) was prepared according to the temporal spectrum. Additionally, various media art effects and interaction technologies were developed, so visitors could understand and become immersed in bronze mirrors' scientific content. A user test was evaluated through the living lab, reflecting generally high levels of satisfaction (90.2 points). Qualitative evaluation was generally positive, with comments such as "easy to understand and useful as the esoteric science exhibition was combined with media art" (16.7%), "wonderful and interesting" (11.7%), and "firsthand experience was good" (9.2%). By combining an esoteric science exhibition centered on principles and theories with visual media art and by developing an immersive directing method to provide high-level exhibition technology, the exhibition induced visitors' active participation. This exhibition's content can become an important platform for expanding universal museum exhibitions on archaeology, history, and art into conservation science.

A Study on the Effect of Trust on the Delivery App. Service to Emotional & Rational Factor & User's Word of Mouth (배달앱 서비스 이용자의 신뢰가 감성, 이성적 요인과 구전에 미치는 영향 요인 연구)

  • Ha, Youn-Soo;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.85-98
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    • 2021
  • Domestic delivery app services are taking a leap forward as the non-face-to-face culture spreads due to the COVID 19 situation and the industrial scale is also growing. In the expanding delivery app service market, we try to verify the structural relationship between variables by empirically analyzing the influencing factors of users' trust in rational and emotional factors. Delivery app service users trust and discriminate parameters in the relationship between rational and emotional factors. Satisfaction according to the trust of a valid delivery app service and service expansion model through word of mouth was designed. It was verified through a hypothesis whether it had an effect, and it can be used as a variety of service strategies for delivery app service users.

An Analysis of Interior Color of Experience Yachts : Focused on 40ft Yachts (체험형 요트 실내공간의 색채분석 : 40ft급 요트를 중심으로)

  • Cho, Joung-Hyung
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.125-130
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    • 2020
  • The Korean maritime industry is growing rapidly as income levels rise. In particular, the domestic yacht market is generating steady market demand, which is a good opportunity for users who want to enjoy leisure. Among them, the experience-type yacht is operated smoothly around Suyeong Bay in Busan. In this study, a survey of experienced yacht users conducted an analysis focusing on color as much as the interior structure. The colors you experience when you stay in a specific space for a short time have a significant impact on the user's satisfaction and sensibility. Often, systematic research into space is often focused on physical distribution. However, color leaves a strong impression on short experiences as much information as it accepts through the optic nerve. A survey of yacht passengers was conducted to derive appropriate adjectives, and the results were obtained after analyzing them by means of I.R.I monochrome and image scale. Afterwards, it is expected that this research will be used as a theoretical basic data that can be used to carry out the production, repair, and repair of hands-on yachts that are developed on their own.

Usability Principles for a Mobile Augmented Reality Application -Focus on Wayfinding- (증강현실 기반 모바일 애플리케이션의 사용성 원칙 연구 -길찾기 서비스 중심으로-)

  • Yoo, Chang-Hwa;Oh, Dong-Woo
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.643-651
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    • 2022
  • The mobile augmented reality(MAR) market is rapidly growing with following the sudden rise of the metaverse. However, research on improving user experience in mobile augmented reality environment is lacking. This study aims to develop the usability principles of an AR-based smartphone app. The research conducts following methods. 1)The characteristics of MAR were understood to identify usability elements of AR apps. 2)Usability principles were collected through analysis of case studies on the usability of AR and the 14 usability principles were developed through in-depth interviews with experts for the purpose of chunking. 3)To verify the 14 developed usability principles, evaluation items were composed based on the usability principles and usability evaluation survey was conducted. Consequently, significant differences were found in immersivity, presence, efficiency, satisfaction, playfulness and It was verified that the developed usability principle is useful in developing AR based smartphone apps. This study is meaningful in that it conducted the basic research of mobile AR usability principles

Development of Hand-drawn Clothing Matching System Based on Neural Network Learning (신경망 모델을 이용한 손그림 의류 매칭 시스템 개발)

  • Lim, Ho-Kyun;Moon, Mi-Kyeong
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.6
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    • pp.1231-1238
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    • 2021
  • Recently, large online shopping malls are providing image search services as well as text or category searches. However, in the case of an image search service, there is a problem in that the search service cannot be used in the absence of an image. This paper describes the development of a system that allows users to find the clothes they want through hand-drawn images of the style of clothes when they search for clothes in an online clothing shopping mall. The hand-drawing data drawn by the user increases the accuracy of matching through neural network learning, and enables matching of clothes using various object detection algorithms. This is expected to increase customer satisfaction with online shopping by allowing users to quickly search for clothing they are looking for.