• Title/Summary/Keyword: User- Experience

Search Result 2,090, Processing Time 0.026 seconds

A Study on Efficient Load Balancing Mechanism in Distributed Web Cluster System (분산 웹 클러스터 시스템에서의 효율적인 부하 균등 기법에 관한 연구)

  • Lee, Bog-Ki
    • Journal of the Korea Society of Computer and Information
    • /
    • v.16 no.8
    • /
    • pp.11-18
    • /
    • 2011
  • The increasing of web users load to the excessive transmission traffic and system overload problems. To solve these problems, cluster systems are studied. In conventional cluster systems, when the request size is large owing to such types as multimedia and CGI, the particular server load and response time tend to increase even if the overall loads are distributed evenly. In this paper, we consider the methodology of efficient resource usage, specially distributed web cluster system. We develope an algorithm that distributes the load on the web cluster system to use the system resources, such as system memory equally. The response time is chosen as a performance measure on the various clustering models. And based on the concurrent user to the web cluster system, the response time is also examined as the number of users increases. Simulation experience with this algorithm shows that the response time and average throughput seems to have a good results compare to those with the other algorithm.

Exploring Korean Collegians' Smartphone Game Behavior: Focusing on Conciseness, Perceived Ease of Use, Perceived Enjoyment, Flow, and Intent to Use (한국대학생의 스마트폰 게임 행위의 탐색: 간명성, 인지적 용이성, 인지적 즐거움, 플로우 및 이용의도를 중심으로)

  • Joo, Jihyuk
    • Journal of Digital Convergence
    • /
    • v.14 no.1
    • /
    • pp.379-386
    • /
    • 2016
  • This study explored Korean college students' smartphone game behavior for the pastime. Smartphone games have weakness that is not appropriate for playing the game because of small screen and non-sophisticated interface for operation. To defeat the disadvantage, the games employed minimalism like conciseness or simplicity. The study explored how conciseness influences perceived ease of use, perceived enjoyment, flow, and intent to use the game through PLS path modeling. We found that every hypothesis except a path, perceived ease of use to flow, proved significant. This result means that smartphone game design should consider the interface of users' convenience and user experience practically. Finally, based on the findings, suggestions for future studies were discussed.

A Study on the Application of EduTech for Multicultur al People (다문화 구성원을 위한 에듀테크 적용 방안에 관한 연구)

  • Back, Seungcheol;Jo, Sunghye;Kim, Namhee;Choi, Mikyung;Noh, Kyoo-Sung
    • Journal of Digital Convergence
    • /
    • v.14 no.3
    • /
    • pp.55-62
    • /
    • 2016
  • Today, demand for job training of married immigrants is increasing. This research aims to propose developmental Edu-Tech based on the demand for education contents and the characteristics of multicultural family. Based on analysis such as FGI(focus group interview) and expert interview, this paper presents a four methods for development of EduTech for multicultural people, such as language skills, the recommendation technology of customized training contents, contents design based on gamification and user experience design. This research contributes to the direction of the method to use EduTech as a tool for gaps in education and welfare state.

A Contrast-based Color Conversion Method for the Maintenance of Sense of the People with Color Vision Deficiency (색각 이상자들의 감각 유지를 위한 대비기반 색변환 방법)

  • An, Jihye;Park, Jinho
    • Journal of Digital Contents Society
    • /
    • v.15 no.6
    • /
    • pp.751-761
    • /
    • 2014
  • Color deficient people do not have sufficient discernment for the colors with low saturation and brightness and at the same time express their negative emotions regarding emotion distortion. The purpose of recovering the distortion of the vision which is the basis for emotion is to increase positive emotions rather than negative ones that those with color vision deficiency feel when they experience digital culture contents. Contrast increases saturation and brightness by differing the direction of their conversion and by doing so, delivers emotion distortion such as dynamic vs. static and vivid vs. somber that the original images intend to convey to those with color vision deficiency by reducing such a contrast. In this respect, this study proposes a contrast-based color conversion method to convert saturation and brightness in the zone of color conversion and identifies if this method can reduce emotion distortion by using color conversion simulation and user test.

A Study of the User's Evaluation on the Korea-China Railferry System (한중 열차페리시스템 수요자에 대한 조사.분석 연구)

  • Cho, Chan-Hyouk;Chung, Byung-Hyun
    • Journal of the Korean Society for Railway
    • /
    • v.12 no.5
    • /
    • pp.707-713
    • /
    • 2009
  • Planning railferry system in Korea-China trade routes, the overall evaluation and customer response are coming under spotlight in a preference and feasibility perspective. Persistent Railferry issue has been an area of study for the last decade. But until now, a surveyor or the evaluation from the actual users were exceptionally rate. Consequently, there is a need for a more detailed study into the practical issues such as customer response and railferry demand etc. Using a questionnaire survey from actual users, this paper examines the underlying evaluation on the Railferry system both in terms of demand and preference. The research questions were analyzed on data collected from almost 150 users in Korea. A range of arguments and expected problems were summarized. The results in general find a negative relationship between railferry preference and respondents' work experience. Findings in the reasons respondents are objecting the new railferry system, the suitable cargo type of railferry, and the possible barriers to introduce the system are discussed. Nonetheless further researches into railferry system as a possible alternative for Korea-China-Japan corridor should be followed in the near future.

A Study on the Current Status of EUC andindividual Characteristicsofend-users in Korean Firms (최종사용자 컴퓨팅의 실태와 최종사용자 개인적 특성에 관한 연구)

  • 김상수
    • Proceedings of the Korea Society for Industrial Systems Conference
    • /
    • 1996.10a
    • /
    • pp.5-26
    • /
    • 1996
  • This study has two research objectives related to end-user computing (EUC) . One of the research objectives was to investigate the current status of EUC of Korean firms. Another research objective was to examine the relationship between individual difference of end-users and EUC success. Using survey data from 752 end-users of 23 firms, the surrent status of EUC and the relationship between individualdifferences of end-users and EUC success were investigated. The current status of EUC was examined from six perspectives : 1) what is the characteristics of EC strategy of Korean firms , 2) what are the individual characteristics of end-users in Korean firms, 3) what are the characteristics of tasks performed by end-users using computer 4) what are the application a areas of EUC 5) How end-users are satisfied with the support of firms, 6) what are system usage and satisfaction of end-users. It was also found that individual differences of endf-users are related to EUC success.More specifically , it was shown that the male gender, younger age, higher level of education , higher ran아 and organizational tenure, higher math ability , thinking type of cognitive style, positive and optimistic attitudes toward computer, more experience with computer, more computer education and knowledge are individual differences variables associated with EUC success. The results of stepwise regression analysis suggested that the individuaal difference variables accounted for 14%, 25% 39% and 30% of the variances of four EUC success variables, satisfaction for outcome , satisfaction for ability , frequency of computer use, and thenuber of tasks, respectively. These empirical findings suggest that EUC managers should consider individual differences of end-users in managing EUC , such as education, training, support, and human resource management , to maximize potential benefits of EUC.

Evaluation of User Satisfaction for Drink Bottle (음료용기의 사용자 만족도 조사 연구 - Cap이 달린 유리 및 PET용기를 중심으로 -)

  • Kim, Sang-Sik
    • The Journal of the Korea Contents Association
    • /
    • v.6 no.11
    • /
    • pp.172-181
    • /
    • 2006
  • Universal designs begins from observing things. This paper understands contradiction and irrationality about drink bottle used unintentionally in our common life. Those have not found out until now. So an example observation about problem derivation and a practice method of Universal design is presented. People of various classes, such as a child, an old person and a woman, a male, the man in the street, and a disabled person, have been using drink bottle recently. However, the design of drink bottle has become on the basis of the fine and common man, so the other people, for example, children or handicapped persons experience many situations which cannot open cap or cannot be drunk without external help. This research posed questions from the children to the elders about drink bottle by the viewpoint of universal design paying attention to such problems. In the research result, the fixed quantity and qualitative quantity about problem are commented. And the fixed quantity utilized frequency analysis and chi-square verification ($X^2$) for the questionnaire result on the basis, and the qualitative quantity pointed out result in the universal design principle through the data of a precedence research result. An alternative plan for drink bottle's design is presented through case observation of conceptual approach to method of Universal design.

  • PDF

A study on the Design of Recipe Sharing Service for Single-Person Households (1인 가구를 위한 레시피 공유 서비스 디자인 연구 -백주부 요리 레시피를 중심으로-)

  • Kim, Han-Jun;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.18 no.8
    • /
    • pp.419-425
    • /
    • 2020
  • This study proposes functional services within the cooking recipe sharing application. Many single-person households often eat alone, and eating out. their usual eating habits are not considered well. when living alone, the risk of exposure to mental illnesses increases compared than multi-person households, and if nutrition has unbalanced, it can be easily exposed to diseases. in this study, define these problems and emphasize the importance of maintaining physical and mental health of one-person households, and explored user experience and expectations through cano models, focusing on the Baekjubu fooe recipe is often used by 20-30s. and users can feel the cooking process is not a hassle. and they will have a cooking themselves and even manage their mental health through communication with neighbors.

Analysis on Family Resilience of Long-term Childcare Givers: Focused on a Walsh Viewpoint (장기적으로 활동한 아이돌보미의 가족 레질리언스 분석: 월시(Walsh)의 관점을 중심으로)

  • Jung, Min Ja
    • Human Ecology Research
    • /
    • v.55 no.4
    • /
    • pp.441-450
    • /
    • 2017
  • Childcare related studies have focused on the characteristics of care work, policy aspects, user family satisfaction, and job satisfaction of childcare helpers. But there have been few studies on family system characteristics that support childcare givers. Thus, this study conducted on the topic, "How to characterize the family resilience of long-term childcare givers?" The subjects belong to a healthy family support center in U. City, who belong to a group with an income in the top 20 % of about 20 persons working for more than 3 years. In an interview, qualitative questions were used Walsh's family resilience. The results are as follows. First, they had economic hardship, but their family would stand together and build up a family's power based on the couple's faith. They had a family role model based on their parents' family that included inherited maternity qualities from their mother. Second, the flexibility of the family organization changed to autonomous or co-role type and the connectivity. Especially, they appear as a family's leader. Third, their family communication was active, shared-care, responsible and passionate with family affection and understanding. The conclusions results are as follows. Participants were high school graduates as well as had work experience. They were characterized by positive family energy, a family belief system, family-based resources, flexibility, connectivity, open family communication and expression skills. Therefore, it can be suggested that it is necessary to check the family's resilience during an interview for the reliable, long-term supply of human resources for childcare activities.

Development and Usability Analysis of a Serious Simulation Game on the Smart Phone (스마트폰 기반 기능성 시뮬레이션 게임 개발 사례 분석)

  • An, Sang-Ha;Roh, Chang-Hyun
    • Journal of Korea Game Society
    • /
    • v.11 no.6
    • /
    • pp.139-148
    • /
    • 2011
  • Various types of games have been published in a smart phone game market. However, there are little serious simulation games among them. In this study, parking simulation game has been developed and published on the Apple app store and Android market, to analyze the usability and prospects of the smart phone based serious simulation game. Developed game was designed to give users realistic simulation experience with immersion in the smart phone environment. In case of Apple app store, more than 300 thousands download have been recorded. This means serious simulation games have much more potential for commercial value, even though there are constrains with small display and user interface.