• Title/Summary/Keyword: User-Centered

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The interaction between emotion recognition through facial expression based on cognitive user-centered television (이용자 중심의 얼굴 표정을 통한 감정 인식 TV의 상호관계 연구 -인간의 표정을 통한 감정 인식기반의 TV과 인간의 상호 작용 연구)

  • Lee, Jong-Sik;Shin, Dong-Hee
    • Journal of the HCI Society of Korea
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    • v.9 no.1
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    • pp.23-28
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    • 2014
  • In this study we focus on the effect of the interaction between humans and reactive television when emotion recognition through facial expression mechanism is used. Most of today's user interfaces in electronic products are passive and are not properly fitted into users' needs. In terms of the user centered device, we propose that the emotion based reactive television is the most effective in interaction compared to other passive input products. We have developed and researched next generation cognitive TV models in user centered. In this paper we present a result of the experiment that had been taken with Fraunhofer IIS $SHORE^{TM}$ demo software version to measure emotion recognition. This new approach was based on the real time cognitive TV models and through this approach we studied the relationship between humans and cognitive TV. This study follows following steps: 1) Cognitive TV systems can be on automatic ON/OFF mode responding to motions of people 2) Cognitive TV can directly select channels as face changes (ex, Neutral Mode and Happy Mode, Sad Mode, Angry Mode) 3) Cognitive TV can detect emotion recognition from facial expression of people within the fixed time and then if Happy mode is detected the programs of TV would be shifted into funny or interesting shows and if Angry mode is detected it would be changed to moving or touching shows. In addition, we focus on improving the emotion recognition through facial expression. Furthermore, the improvement of cognition TV based on personal characteristics is needed for the different personality of users in human to computer interaction. In this manner, the study on how people feel and how cognitive TV responds accordingly, plus the effects of media as cognitive mechanism will be thoroughly discussed.

An experimental study about integrated service environment based on e-mail by using rich internet application concept (리치 인터넷 어플리케이션 개념을 적용한 전자메일 기반의 통합 서비스 환경 구현 사례 연구)

  • Kim, Bum-Jae;Shin, Yong-Tae
    • Journal of Digital Contents Society
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    • v.7 no.4
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    • pp.263-269
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    • 2006
  • The trend of the web is moving from portal-centered to user-centered, and RIA(rich internet application) is considered best solution for usability and functionality of the next generation web. But the lack of reference document or technical guide for RIA implementation is a big obstacle for extension of RIA environment to practical business engineer or user. In this paper, I will suggest the implementation conceptand reference site for user-centered environment based on RIA concept. The suggested concept support wire/wireless environment, and use the e-mail that is already used by many company or portal. The contents of this paper will be very helpful to the practical engineer or portal/company that want to use or implement about RIA environment.

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A Study on Restructuring of Learner-Centered Education Environment through Participatory Design - Focusing on the 'User-Integrated Platform Project' Case - (참여디자인을 통한 학습자중심교육환경 재구조화 방향연구 - '사용자-융합플랫폼 프로젝트' 사례를 중심으로 -)

  • Yoo, Myoung-Hee
    • Journal of the Korean Institute of Educational Facilities
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    • v.27 no.2
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    • pp.35-47
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    • 2020
  • The need for communication is emphasized in decision making, design methods and processes for the educational environment that contain new curricula and learning methods. In this study, we tried to find the direction and agenda of learner-centered environment restructuring through the 'user-integrated platform' in which various subjects related to school space environment understand each other's position and overcome the barriers and prejudices of each sector. The project was planned in a 'bottom-up process' method that uncovered the singularities of the previous stage and led the main contents of the next stage. The various subjects who participated in the project shared their own experiences and different positions regarding the school space. At the workshop, the topics of the participating teams were divided into two categories. The teams in the category of the 'school culture and space' insisted innovation of 'the school culture' as a premise for the restructuring of the 'school space', and proposed schools with different interpretations of 'authority and rules of school', 'the meaning of learning and play' and 'the main character of school. The teams in the category of the 'school borders and spaces' focused on 'communication' and proposed schools containing 'emotional care of students', 'borders between schools and villages', 'village community schools', and 'interspace and niche time'. After the workshop, we were able to derive the direction and architectural strategy of the school space restructuring by analyzing the works of the participants. Through this study, we confirmed the possibility of translating user's ideas into the professional domain through careful planning, preparation, facilitation, and analysis in Participatory Design.

A Study on Application of Ethnography for the User Research in Designing Korean Express Train

  • Kim, Hyun-Jeong;Lee, Kyn-Pyo
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.389-393
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    • 2000
  • Ethnography, a major research method in Anthropology, has been recently applied in human-centered design research. Since ethnography has empirical, naturalistic, holistic and eclectic characteristics, it is needed a guideline to apply ethnography into design research in accordance with a characteristic of project. Design project in which ethnography is applied can be categorized by two criteria; degree of newness of project goal(existing user-potential user) and limitedness of worksite(site-oriented-work-oriented). Among work-site activities, technology in use, and user group culture, it should be decided which content to content to focus more than others and thus what kinds of research techniques to apply in the ethnographic research.Case study was to design an interior of a Korean express train. This project is site-oriented and has an existing-potential users. Therefore, video ethnography was effectively applied to obtain chronological data of activity potential users. Therefore, video ethnography was effectively applied to obtain chronological data of activity flow, and participant observation was applied to obtain statistical data of synchronous activities. Case study shows a concrete process example of how to apply ethnography into design research.

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User-centered relevance judgement model for information retrieval (정보검색에서의 사용자 중심 적합성 판단 모형)

  • Park, Jung-Ah;Sohn, Young-Woo
    • Science of Emotion and Sensibility
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    • v.12 no.4
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    • pp.489-500
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    • 2009
  • This research takes a user-centered approach to define relevance, the core concept in information retrieval. The literature on relevance has identified numerous factors affecting such a judgment. We examined the model of user relevance judgment that describes the relationship between user relevance criteria and different types of relevance with information search task. We consider 7 criteria of user relevance-topicality, novelty, reliability, understandability, specificity, richness, and interest-and 3 type of user relevance-cognitive relevance, situational relevance, and affective relevance. Data were collected from a semi-controlled survey and analyzed by a structural equation modeling. As a result, topicality and reliability were found to be the essential relevance criteria in all information retrieval tasks. In the fact search task, topicality, reliability, novelty, richness, and interest were found to be significant. In the problem solving search task, topicality, reliability, understandability, and specificity were found to be significant. In the decision making search task, topicality, reliability, novelty, understandability, richness, specificity, and interest were found to be significant. In addition, the relationships between types of user relevance were determined. This research made theoretical and practical contributions to the field of information retrieval by identifying a definite model of user relevance judgment.

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User-friendly Improved Prototype Development on Web-based Diagnostic-supplement Learning System for Basic Academic Skills (웹기반 기초학력 진단-보정학습 시스템의 사용자 친화적인 개선 프로토타입 개발)

  • Hwang, Yunja;Cha, Hyun-jin
    • The Journal of Korean Association of Computer Education
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    • v.22 no.1
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    • pp.63-78
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    • 2019
  • This study aims to improve User eXperience (UX) of the diagnostic-supplement learning system for Basic academic skills which has been utilized by teachers nationwide since 2015 in order to provide a consistent and systematic support on students' basic academic skills in K-12 school contexts. To achieve the research objective, usability evaluations such as basic questionnaire about UX/UI of the system according to user types, user testing, in-depth interview, expert heuristics were conducted. In addition, user-centered system was suggested through developing and iteratively evaluating the prototypes based on the user requirements drawn from the findings of such quantitative and qualitative usability evaluations. This study has an implication in suggesting the user-friendly design through the UX/UI improvements of the diagnostic-supplement learning system for Basic academic skills.

Suggestion of Guidelines for Separation System According to Recycling Separate Discharge (재활용 분리배출에 따른 분리 체계 가이드라인 제안)

  • Moon, Seon-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.399-405
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    • 2022
  • This study suggests focused in user-centered design which are new separate discharge system that must recycle in paper materials. I searched cases in Korea's current law and regulation in recycling disposal guidelines and already succeed cases in each city that are Asia, Europe, and North America. Suggesting focused in user-centered design of ID(Identification) separate discharge system due to user's good participations, feedbacks of participation's results, and well-organized in awarding. This system consists of visual individual's ID(Identification) that are stickered in only used bag. User must recycle in separate discharge system only used bags, and results must visualized in each user and rewards to user. This separate discharge system is meaning to stimulate user's good participations.

An Application of Human-Centered Multimedia System for Medical Implementation

  • Ko, Je-Suk;Kitjongthawonkul, Somkiat
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.9 no.4
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    • pp.255-260
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    • 2009
  • Multimedia interpretation describes a high level of ion of multimedia content like interrelations and coherencies. In this paper, we describe a multimedia interpretation component from human-centered perspective. In this context, we see the role of the multimedia interpretation component as a liaison between the psychological apparatuses and computer-based artifact. We emphasize this role of multimedia interpretation by outlining a mapping process of the psychological apparatuses and computer-based artifact. This mapping process needs to be transparent to its user so that effective human-centered systems can be achieved. This transparency will provide an immersive environment for the users and enable uninhibited interaction between the users and the artifact. Furthermore, we illustrate how the multimedia interpretation component can be utilized in the medical diagnosis and treatment support application.

Proposals to improve government funding of domestic start-up businesses through Living Lab: Focus on Korea Credit Guarantee Fund (사용자 주도의 개방형 혁신을 통한 국내 스타트업 대상의 정부 자금지원 개선 방안 제언: 신용보증기금을 중심으로)

  • Park, Jun-Su
    • Journal of Convergence for Information Technology
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    • v.8 no.1
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    • pp.301-312
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    • 2018
  • The purpose of this study is to propose strategies for enhancing competitiveness through the utilization of policy funds, especially in the start-up companies supported by the Korea Credit Guarantee Fund. And then, the Korea Credit Guarantee Fund should develop 'user-centered policy funding model' in order to increase start-up's utilization of policy fund and support start-ups that are supported in the long run. The competitiveness of domestic start-up companies has been strengthened by 'user-centered policy funding model' and new innovations have been introduced through 'Living Lab', an open innovation. But, in order to overcome the limitation of reaching the stage of commercialization, the 'user-centered policy funding model' proposed in this study enables start-ups to be the subject of actual policy funding, and also allows users to freely apply for necessary funding at any time. Therefore, the Korea Credit Guarantee Fund has a significance in suggesting 'user-centered policy funding model' as a support model to be customized. However, since SMEs recognize the actual situation and limit acceptance of all the difficulties, the systematic analysis of the actual situation of the policy funds of the start-up by the credit guarantee fund and the related support institutions for the scientific approach of the user-oriented policy funding model need.

A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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