• 제목/요약/키워드: User- Experience

검색결과 2,090건 처리시간 0.028초

Client Experience Using Care Management - How to Access The Phenomenological Study of Giorgi - (사례관리를 이용한 클라이언트의 경험 연구 - Giorgi 현상학적 연구 접근 -)

  • Lee, Jung Hee;Kim, Young sook
    • Korean Journal of Social Welfare
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    • 제69권3호
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    • pp.65-96
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    • 2017
  • This study aims at introducing the subjective experiences of the users who have been involved in care management, and finding out the meaning and essence of services. Total 16 interviewees who have experienced case management participated in a focus interview. The analysis of raw data brought about total 408 meaning units. Then, through restructuring and summarizing, 122 units of central meaning were revealed. After classifying 23 topics were found. Then, after consistent phenomenological comparison among the 23 topics, 7 essential topics were discovered. Based on the results and discussion above, this Study would like to suggest : approach to integrated care management of family, the meaning of social worker as the partner of life, the object of care management is the change from isolated being to understand the each other.

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A Hybrid Multimedia Contents Recommendation Procedure for a New Item Problem in M-commerce (하이브리드 기법을 이용한 신상품 추천문제 해결방안에 관한 연구 : 모바일 멀티미디어 컨텐츠를 중심으로)

  • Kim Jae-Kyeong;Cho Yoon-Ho;Kang Mi-Yeon;Kim Hyea-Kyeong
    • Journal of Intelligence and Information Systems
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    • 제12권2호
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    • pp.1-15
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    • 2006
  • Currently the mobile web service is growing with a tremendous speed and mobile contents are spreading extensively. However, it is hard to search what the user wants because of some limitations of cellular phones. And the music is the most popular content, but many users experience frustrations to search their desired music. To solve these problems, this research proposes a hybrid recommendation system, MOBICORS-music (MOBIle COntents Recommender System for Music). Basically it follows the procedure of Collaborative Filtering (CF) system, but it uses Contents-Based (CB) data representation for neighborhood formation and recommendation of new music. Based on this data representation, MOBICORS-music solves the new item ramp-up problem and results better performance than existing CF systems. The procedure of MOBICORS-music is explained step by step with an illustrative example.

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Landscape Design for the Buchon Special School (부천특수학교 조경설계)

  • 김신원;이시영
    • Journal of the Korean Institute of Landscape Architecture
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    • 제30권3호
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    • pp.57-63
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    • 2002
  • This landscape design was proposed for the Buchon Special School Competition, held by the Kyonggi Province Office of Education. The authors collaborated on this design and won first prize in November of 2001. In the design proposal, on the basis of the knowledge of; mentally retarded children the children's activities, nature and health, and the healing gardens, the special school outdoor spaces were designed to meet the particular needs of the users. The school outdoor spaces are design for various types of users-children, adolescents, parents, siblings, staff, volunteers and visitors. The following are some of the basis concerns in the design of the school outdoor spaces : garden site planning, garden location, security, microclimate, entering and exiting, accessibility, usability, user group territories, supervision, attracting trained volunteers, a range of high-quality social settings, accommodation of different student types, accommodation of needs for both challenge and rest, child nature interaction, diversity of natural settings, hands-on activity, integrating the arts, and maintenance. The following are some of the major features in the design of school outdoor spaces : pleasant and inviting entry areas, sports grounds with different levels of challenge, gardens with plants having strong fragrances and/or tactile qualities, resting places with many types and forms of seating and weather-mitigating features, play grounds for all student types, roof gardens for users to experience nature in man-made environments, and walkways and winding paths with various trees, shrubs and flowers. In the special school outdoor spaces, people would perceive a unique sense of place through the various types of spaces and features described above. An example of the true meaning of a playing and resting place and a restorative and therapeutic environment is provided in the school outdoor spaces.

Enhanced Mobility Management Framework for Future Generation Networks (차세대 이동통신 네트워크를 위한 향상된 이동성 관리 프레임워크)

  • Kim, Moon;Moon, Tae-Wook;Cho, Sung-Joon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • 제34권7B호
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    • pp.710-720
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    • 2009
  • The Future Generation Networks(FGNs) are proposed to integrate various heterogeneous access technologies, and further expected to support both vertical and seamless handovers. In this motivation, the IEEE 802.21 specifies Media Independent Handover(Mlli) services to enhance the mobile user experience by optimizing handovers between heterogeneous access networks. Additionally, Fast handover for MIPv6(FM1Pv6) is introduced to provide transparent host mobility and to improve handover performance by reducing handover delay as well. This paper focuses on the coordination of FMIPv6 and MIH, and introduces an enhanced mobility management framework suited for FGN. This novel framework replaces handover signaling messages used in wireless networks with novel MIH messages and local primitives. Moreover, Serving Access Router(SAR) performs most of handover processes instead of Mobile Node(MN). Therefore, the proposed mobility management framework reduces handover latency, packet loss, and signaling overhead significantly. We further evaluate the performance of the proposed framework by using both numerical analysis and network simulations.

A study on the application of virtual reality technology to exhibition space (가상현실 기술의 전시 공간 적용에 관한 연구)

  • Lee, Jae-Young;Kwon, Jun-Sik
    • Journal of Digital Contents Society
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    • 제18권8호
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    • pp.1585-1591
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    • 2017
  • In this study, we propose the application of exhibition contents using virtual environment technology in exhibition space. Research on the virtual environment is continuing. Particularly, research on virtual reality technology is one of the most active research fields. As researches and developments of augmented reality technologies have been carried out with the spread of smart phones, researches on virtual reality technologies have also made a lot of progress with emphasis on games and interactivity. Especially, development of hardware, software, and content is accelerating this year, including the development of various types of physical reality devices, especially HMD (Head Mounted Device) equipment and new product announcements. We want to study and apply the environment in which the system based on this virtual reality technology can approach and experience more user friendly in the exhibition space.

Gender Differences in the Sensitivity and Displeasure Caused by the Vibration Stimuli Applied to the Forearm in Upper Limb Amputees

  • Kim, Sol Bi;Ko, Chang-Yong;Chang, Yun Hee;Kim, Gyoo Suk;Kim, Sin Ki
    • Journal of the Ergonomics Society of Korea
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    • 제32권4호
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    • pp.355-361
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    • 2013
  • Objective: The aim of this study is to investigate the gender-differences in vibrotactile responses(sensitivity and displeasure) of residual forearm simulated by vibration stimulation in upper limb(trans-radial) amputees. Background: Several studies have reported that vibration stimulation using the haptic vibrator is one the most effective methods for delivering sensation to an amputees. However, few studies have reported the perception to haptic vibratory stimulus, particularly sensitivity and displeasure. Method: We set up a custom-made vibration stimulation system that included 6 actuators(3 medial parts and 3 lateral parts) and a graphical user interface(GUI)-based acquisition system to investigate changes in residual somatosensory sensibility and displeasure in the forearm of upper limb(trans-radial) amputees. Vibration actuators were attached at the 25%-point on the proximal forearm. Stimulation with 32Hz, 64Hz, or 149Hz of frequency was used for the sensitivity tests and with 32~257Hz of frequency was used for the discomfort experiments. The subjective responses were evaluated on a 10 point scale. Results: The results showed that vibrotactile sensory perception in male amputees were higher than that in female amputees. In male amputees, the response at lateral area of forearm was the most sensitive than medial area; but, female amputees showed similar sensitive areas. Subjects did not experience any discomfort during vibrotactile stimuli. Conclusion: Vibrotactile response in the amputees was dependent on gender as well as area stimulated by vibration. Application: The results might contribute to develop the vibrotactile feedback system for the amputees.

Intelligent Control of a Virtual Walking Machine for Virtual Reality Interface (가상현실 대화용 가상걸음 장치의 지능제어)

  • Yoon, Jung-Won;Park, Jang-Woo;Ryu, Je-Ha
    • Journal of Institute of Control, Robotics and Systems
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    • 제12권9호
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    • pp.926-934
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    • 2006
  • This paper proposes intelligent control of a virtual walking machine that can generate infinite floor for various surfaces and can provide proprioceptive feedback of walking to a user. This machine allows users to participate in a life-like walking experience in virtual environments with various terrains. The controller of the machine is implemented hierarchically, at low-level for robust actuator control, at mid-level fur platform control to compensate the external forces by foot contact, and at high-level control for generating walking trajectory. The high level controller is suggested to generate continuous walking on an infinite floor for various terrains. For the high level control, each independent platform follows a man foot during the swing phase, while the other platform moves back during single stance phase. During double limb support, two platforms manipulate neutral positions to compensate the offset errors generated by velocity changes. This control can, therefore, satisfy natural walking conditions in any direction. Transition phase between the swing and the stance phases is detected by using simple switch sensor system, while human foot motions are sensed by careful calibration with a magnetic motion tracker attached to the shoe. Experimental results of walking simulations at level ground, slope, and stairs, show that with the proposed machine, a general person can walk naturally on various terrains with safety and without any considerable disturbances. This interface can be applied to various areas such as VR navigations, rehabilitation, and gait analysis.

A Study on the Development of Intelligent Contents and Interactive Storytelling System (지능형콘텐츠 개발과 인터렉티브 스토리텔링 시스템 연구)

  • Lee, Eun Ryoung;Kim, Kio Chung
    • Journal of Digital Convergence
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    • 제11권1호
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    • pp.423-430
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    • 2013
  • The development of information technology introduced digital contents and Social Network Services(SNS), and allowed the virtual transaction and communication between users called "the experience knowledge" advanced from "the objective knowledge." This paper will analyze interactive storytelling system creating different types of stories on narrative genre about family history, personal history and so on. Through analysis on narrative interviews, direct observations, documentations and visual records, contents about CEO story, corporate story, family story and especially family history will be categorized into sampleDB and informationDB. Accumulated contents will allow the user to increase the value and usage of the contents through interactive storytelling system by restructuring the contents on family history. This research has developed writing tool data model using different digital contents such as texts, images and pictures to encourage open communications between first generations and third generations in Korea. Furthermore, researched about connected system on interactive storytelling creation device using various genre of family story that has been data based.

A Study on Content Marketing for Travel Brand Focus on Youtube Vlog Formed Travel Video - (여행 브랜드를 위한 콘텐츠 마케팅 연구 -여행 영상 형태의 유튜브 Vlog를 중심으로-)

  • Jo, Jang-Hwan;Park, Bo-ram
    • Journal of Digital Convergence
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    • 제17권12호
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    • pp.445-450
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    • 2019
  • lock in effect This study aims to examine the viewing pattern of travel vlog on video-sharing platform YouTube. Preliminary survey was conducted with in-depth interviews on the usability and sensibility aspects of creating pleasurable interfaces model. As a result, first, viewers obtains general information on travel using travel vlog. Second, there were difficulties from the informational quantity. Third, the contents marketing using travel vlog could have limitation when it comes to the consistency of product's exposure which common mass media advertisement format have. Improvements driven from this study may provide insight in contents marketing strategy to travel-related companies and provide practical help to creators in contents production.

A Case Study of Teaching and Learning English via E-textbook (디지털 교과서를 이용한 영어 교수-학습 사례연구)

  • Park, A Young;Lee, Jungmin
    • Journal of Digital Contents Society
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    • 제16권5호
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    • pp.757-766
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    • 2015
  • Recent technological advancements, along with an increase in mobile Internet access, have spurred on significant developments in the production of e-textbooks. This case study explored the affordances of an iPad e-textbook through teacher and student experiences in English lessons using observation and interviews. The results showed that English learners and teacher benefited from handy and quick web access and the all-in-one features of the e-textbook (dictionary, hyperlinks, and note-taking functions). However, information oversupply by the e-textbook confused students' learning and both students and teacher pointed out technical difficulties in using the e-textbook. In order to implement English pedagogy with technologies such as iPad e-textbooks, teachers should be equipped with the relevant technical skills and content knowledge in order to assist them in becoming autonomous learners in the digital classroom.