• 제목/요약/키워드: User study

검색결과 12,988건 처리시간 0.032초

웹 2.0 전망 및 서비스 동향에 관한 연구 (A Study of Web 2.0 Trend & Service View)

  • 김성호;김흥도
    • 디지털융복합연구
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    • 제5권2호
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    • pp.135-154
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    • 2007
  • Web 2.0 is a platform which produce various service offered data from many people and it is activity open space depend on user focused community in diversity web environment. Web 2.0 is simple link structure with web site connectivity in informations such as page to page in other words, it is meaning of developing of semantical and circumstantial connection. The core of web 2.0 is user participation. RSS, Mash-up, UCC are main service of web 2.0 which make user directly participate from center of service offer to center of user manufactured an informations and then they offer re-information to other areas, also user freely express what they want through UCC and blogger. However, recently it comes the argument of skeptic of web 2.0 problem. Thus, In this research I will try to give an right comprehension and will try to have more accurate prediction of web 2.0 with the study of open service of web which is the key of web 2.0 success in a future.

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대학도서관 이용자 교육을 위한 웹 기반 모델 설계에 관한 연구 (A Study on Web-based Library User Instruction Model for Academic Libraries)

  • 이란주
    • 한국비블리아학회지
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    • 제10권1호
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    • pp.269-288
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    • 1999
  • 본 논문에서는 도서관 이용자 교육의 중요성과 필요성을 재확인하고 도서관 이용자 교육의 새로운 방향 모색에 도움을 주고자 웹 기반 도서관 이용자 교육 모델을 제안하고자 한다. 이를 위하여 미국과 한국의 도서관 이용자 교육에 관한 역사를 살펴 본 후, 도서관 이용자교육에 교육 이론과 개념을 적용하며 최신 기술을 활용한 웹 기반도서관 이용자교육 모델을 제안한다.

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의료영상관리시스템의 사용성평가 (Usability test for a medical image filing system)

  • 박재희;이남식
    • 대한인간공학회:학술대회논문집
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    • 대한인간공학회 1993년도 춘계학술대회논문집
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    • pp.41-48
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    • 1993
  • In order to provide design concept and guidelines for the user interface of MIDAS$^{TM}$(Medical Image Display and Archiving System), a questionnire survey and empirical study were conducted. User and task requirements were analyzed based upon usrvey results. The empirical study was done on the 1.0 version of MIDAS to find out the influence of user charactenistics (i.e.job, experiences, etc.) and UI design factors(i.e. layout, wording, procedures) on various usability measures(i.e. performance, satisfaction). To perform empinical tests, eight task scenarios were selected and user interactions were recorderded using an auto-logging software. The results show that the doctor group requires more learning time. Also, eight types of user errors such as commision, omission, repeat were identified and the causes of the errors were analyzed related to UI design factors. UI design guidelines were suggested for a new version of medical image filing system.m.

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온라인 탐색(探索) 서비스의 이용자(利用者) 만족(滿足)에 관한 영향요인(影響要因) 분석 (Analysis of Factors Affecting User Satisfaction with Online Search Service)

  • 최상기
    • 정보관리연구
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    • 제24권2호
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    • pp.19-35
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    • 1993
  • 온라인 탐색(探索) 서비스의 이용자 만족에 영향을 미치는 요인들을 식별(識別)하기 위하여 이용자 관점에서 실증적인 연구를 수행하였다. 과학기술분야(科學技術分野) 연구기관(硏究機關)의 연구원(硏究員) 146명으로부터 수집한 설문지가 가설(假說) 검증을 위한 통계분석(統計分析)에 사용 되었다.

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User Requirement Analysis on Risk Management of Architectural Heritage in Virtual Reality

  • Lee, Jongwook
    • 한국컴퓨터정보학회논문지
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    • 제24권9호
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    • pp.69-75
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    • 2019
  • We propose a method to analyze user requirements to design a virtual reality-based risk management system. This paper presents surveys, interviews, prototype evaluation methods, and implementation process. Architectural heritage is easily exposed to natural and artificial dangers caused by various material combinations and structural features. So, risk management of cultural heritage plays a key role in preserving and managing cultural heritage. However, risk management has been carried out through empirical methods using distributed data. This study analyzes user requirements for designing functions and interfaces of VR-based risk management system and evaluates prototypes to overcome the above problems. As a result, most heritage managers wanted a system function to support risk analysis and response. They also found that they prefer 2D information such as existing drawings and photos rather than 3D information. The results of the user requirements analysis derived from this study will be used to create risk management applications.

텍스트 마이닝을 이용한 부동산 서비스 앱 리뷰 분석 (Real Estate Service App Review Analysis Using Text Mining)

  • 강성안;김동연;류민호
    • 한국정보시스템학회지:정보시스템연구
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    • 제30권4호
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    • pp.227-245
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    • 2021
  • Purpose The purpose of this study is to examine the variables affecting user satisfaction through previous studies and to examine the differences between apps. Differences are based on factors that determine the quality of real estate service apps and derived by the topic modeling results. Design/methodology/approach This study conducts topic modeling to find factors affecting user satisfaction of real estate service apps using user reviews. Sentiment analysis is additionally conduct on the derived topics to examine the user responses. Findings Users give high sentiment scores for services that can manage factors such as usefulness of information, false sales, and hype. In addition, managing the basic services of app is an important factor influencing user satisfaction.

Analyzing User Feedback on a Fan Community Platform 'Weverse': A Text Mining Approach

  • Thi Thao Van Ho;Mi Jin Noh;Yu Na Lee;Yang Sok Kim
    • 스마트미디어저널
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    • 제13권6호
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    • pp.62-71
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    • 2024
  • This study applies topic modeling to uncover user experience and app issues expressed in users' online reviews of a fan community platform, Weverse on Google Play Store. It allows us to identify the features which need to be improved to enhance user experience or need to be maintained and leveraged to attract more users. Therefore, we collect 88,068 first-level English online reviews of Weverse on Google Play Store with Google-Play-Scraper tool. After the initial preprocessing step, a dataset of 31,861 online reviews is analyzed using Latent Dirichlet Allocation (LDA) topic modeling with Gensim library in Python. There are 5 topics explored in this study which highlight significant issues such as network connection error, delayed notification, and incorrect translation. Besides, the result revealed the app's effectiveness in fostering not only interaction between fans and artists but also fans' mutual relationships. Consequently, the business can strengthen user engagement and loyalty by addressing the identified drawbacks and leveraging the platform for user communication.

한국 웹툰의 참여 문화 연구 - 사용자 생성 이미지를 중심으로 - (A Study on Participatory Culture of Korean Webtoon Focused on User-Generated Images -)

  • 김유나;김수진
    • 만화애니메이션 연구
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    • 통권44호
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    • pp.307-331
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    • 2016
  • 웹툰은 동시대 한국을 대표하는 대중문화 콘텐츠이다. 본 연구에서는 웹툰을 둘러싼 참여 문화의 양상을 살펴보고, 웹툰이 동시대 한국에서 지니는 문화적 함의를 밝히고자 한다. 이때 웹툰의 참여 문화가 사용자 생성 이미지를 중심으로 형성되고 있다는 점에 주목하고 그 재현 양상을 분석한다. 이를 위해 먼저 2장에서는 사용자 생성 이미지가 모방되는 과정을 '밈' 개념을 기반으로 분석한다. 특히 사용자 생성 이미지의 그림과 글이 변이 혹은 복제되는 정도에 따라 이를 '완전 복제형', '부분 변이형', '완전 변이형'의 세 가지 유형으로 분류한다. 사용자들은 이렇게 변용한 이미지를 일상적인 메신저 대화 등에 이식함으로써 하나의 놀이 요소로 사용하고 있다. 3장에서는 이러한 사용자 생성 이미지가 생성되는 과정에서 도출되는 문화적 의미를 밝힌다. 특히 대부분의 사용자 생성 이미지가 원본 웹툰의 주인공을 모방한다는 점에 주목하고, 노스럽 프라이의 문학 양식 이론을 통해 그 근저에 깔린 대중의 욕망을 분석한다. 웹툰의 주된 독자는 한국의 대도시에 살아가는 소시민이며, 사용자 생성 이미지 역시 이러한 평범한 사람들의 일상을 반영하는 방식으로 나타난다. 이처럼 웹툰의 사용자 생성 이미지는 그림이나 글을 복제 및 변이하는 방식으로 원본을 모방하며, 사용자들 사이에서 하나의 유희적 코드로서 소비 및 향유된다. 특히 주인공의 모습을 자기반영적으로 모방함으로써 사용자들의 일상적 공감에 소구한다. 본 연구는 웹툰의 사용자 생성 이미지가 동시대 한국을 살아가는 대중의 욕망을 드러낸다는 점에서 그 문화적 함의를 고찰한다.

유비쿼터스 서비스의 지속적 이용의도에 영향을 미치는 요인에 관한 연구: 유비쿼터스 시스템적 특성과 서비스 품질 요인을 중심으로 (A Study on Factors Affecting the Continued Usage Intention of Ubiquitous Services)

  • 장기십;김기수
    • 한국정보시스템학회지:정보시스템연구
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    • 제17권3호
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    • pp.175-204
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    • 2008
  • Ubiquitous computing is enhancing computer use by making many computers available throughout the physical environment without being noticed to the users. To facilitate successful adoption and diffusion of ubiquitous systems, it is important to find out the factors affecting their uses. Although researches related to ubiquitous computing have been vigorously conducted from the aspect of system and service provider, there have been very few studies that focus on the user's perspective. This study attempts to find out major factors which are dedicated to the development of ubiquitous systems and services and the relationships between these factors and user satisfaction factors. This study derived the specific factors that characterize ubiquitous services, such as ubiquity, contextual offer, user affinity, privacy, reliability, responsiveness, assurance, and empathy. We also considered service quality factors of ubiquitous services. Then these factors were combined with the Expectation Confirmation Theory (ECT) model and the path analysis was applied to find out the factors affecting user satisfaction and the intention to use the systems. The research findings indicate that ubiquity, contextual offer, privacy, reliability, and responsiveness affect the perceived usefulness. The perceived ease of use and confirmation were found to affect the perceived usefulness. The perceived usefulness, perceived ease of use, and confirmation fumed out to influence the satisfaction. It turned out that the result of this study on the relationship between the perceived usefulness and user satisfaction was identical with the findings in previous related ECT researches. We think this study makes two significant contributions to the development of ubiquitous services. First, this study provides basic implications for better ubiquitous services by considering important characteristics of ubiquitous systems as services. Second, this study also suggests important factors that need to be considered when ubiquitous service providers develop new ubiquitous services to improve user satisfaction and the intention to use the services.

사용자 경험 증진을 위한 과학관 전시물의 사용성 평가 (A Usability Study On Museum Installations Emphasizing Interaction Design for User Experience)

  • 조명은;최한희;김미정
    • 한국실내디자인학회논문집
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    • 제22권5호
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    • pp.302-310
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    • 2013
  • Many museums have recently employed digital technologies in exhibition installations to provide visitors with interactive experiences with the installations, not just audiences. However, most of them have focused on the adoption of new prototypes or technologies, not considering user experiences of those systems carefully. This study developed an evaluation tool for usability of the tangible user interfaces and conducted a usability study on museum installations emphasizing user interaction and experience. The evaluation tool is composed of 5 features of tangible user interfaces such as tangible, interaction, convenience, representation, spatial interaction and social interaction, and 24 items. The museum we investigated is the Gwacheon National Science Museum, where 8 installations, classified 4 categories, were selected for the usability study. We recruited 6 undergraduate students, who were divided into 2 teams, each team having 3 students. Three students in a team manipulated and experience each installation together and reported their evaluation score through the questionnaire and interviews. The results showed that the score of the usability for the category 3, which requires students to move their bodies for the interaction, is the highest one because it features with spatial interaction. Students expressed much interest in the category 4, which utilizes users' other senses, however, the score of the usability is the lowest because the interaction is temporary and repetitive. Most installations are well designed in terms of control constraints, legibility, lower thresholds, participation encouragement, and open to the public, but pooly designed in terms of multiple access points, configurability, accurate movement, ambient media, and full-body interaction.