• Title/Summary/Keyword: User-Level

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Balancing Fun and Learning through a User Interface: A Case Study of Wii Game

  • Kim, Si Jung;Lee, Kichol;Park, Yeonjeong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.7
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    • pp.3638-3653
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    • 2019
  • Designing a user interface is important because the user interface determines the level of physical and mental engagement of the user resulting in their level of learning. This paper investigated how physical engagement through a different user interfaces is associated with fun and learning and presented a theoretical physical engagement model called, PEM, developed based on an empirical user study. The PEM model describes how a game user interface is associated with the level of fun and learning, particularly in playing a full body engaged game. There are many different types of games but the Wii Tennis, an embodied interactive game, was chosen as an instance of full body engaged game. A user study with 32 participant's age ranged from 21 to 40 years old revealed that there is a positive correlation between both fun and learning and the level of physical engagement through two different user interfaces. The results of the study showed that the extent of fun and learning are associated with the physical engagement of the player through an interface. As an implication from the study, the result recommend that the level of user engagement is realized by an effective user interface, and the level of physical engagement is determined by the level of authenticity bridged by the user interface.

QoS Guaranteed Secure Network Service Realization using Global User Management Framework (GUMF);Service Security Model for Privacy

  • Choi, Byeong-Cheol;Kim, Kwang-Sik;Seo, Dong-Il
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.1586-1589
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    • 2005
  • GUMF (Global User Management Framework) that is proposed in this research can be applied to next generation network such as BcN (Broadband convergence Network), it is QoS guaranteed security framework for user that can solve present Internet's security vulnerability. GUMF offers anonymity for user of service and use the user's real-name or ID for management of service and it is technology that can realize secure QoS. GUMF needs management framework, UMS (User Management System), VNC (Virtual Network Controller) etc. UMS consists of root UMS in country dimension and Local UMS in each site dimension. VNC is network security equipment including VPN, QoS and security functions etc., and it achieves the QoSS (Quality of Security Service) and CLS(Communication Level Switching) functions. GUMF can offer safety in bandwidth consumption attacks such as worm propagation and DoS/DDoS, IP spoofing attack, and current most attack such as abusing of private information because it can offer the different QoS guaranteed network according to user's grades. User's grades are divided by 4 levels from Level 0 to Level 3, and user's security service level is decided according to level of the private information. Level 3 users that offer bio-information can receive secure network service that privacy is guaranteed. Therefore, GUMF that is proposed in this research can offer profit model to ISP and NSP, and can be utilized by strategy for secure u-Korea realization.

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Factors Related to the Satisfaction of User for the Order Communication System (처방전달시스템(Order Communication System) 사용자의 직무만족도에 영향을 미치는 요인)

  • Cho, Seang-Sig;Jang, Sook-Jin;Moon, Dae-Soo;Cheun, Jai-Woo;Park, Young-Jin
    • Korean Journal of Clinical Laboratory Science
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    • v.37 no.2
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    • pp.102-110
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    • 2005
  • The purpose of this study was to examine the factors related to satisfaction of users for the order communication system (OCS). The subjects of this study were 98 clerks at Chosun university hospital. The instruments used for this study were the conveniency and the practical application of the data developed by Lee, the satisfaction level developed by Sea Seang-mi and Kim in-sook. The data was analyzed by using the t-test, ANOVA, Pearson Correlation, Stepwise Multiple Regression with SPSS 10.0 program. The mean scores of the conveniency, the practical application of the data and the satisfaction level of user for the OCS was 3.28, 3.29 and 3.34, respectively. In general characteristics of the respondents, influencing factors to the perceived the conveniency of user for the OCS were gender, career and department. In general characteristics of the respondents, influencing factors to the perceived the practical application of the data of user for the OCS were department. In general, characteristics of the respondents, influencing factors to the perceived the satisfaction level of user for the OCS were gender, career and department. The correlation between the satisfaction level and the practical application of the data were statistically significant. The main factors influencing to the satisfaction level of user for the OCS were the practical application of the data (90.3%). In conclusion, The main factors influencing to the satisfaction level of user for the OCS were the practical application of the data. Therefore, it is recommended that guidebooks of user for the OCS or various OCS programs to promote the satisfaction level of user for the OCS and to improve the satisfaction level of user for the OCS should be developed.

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Measurement Method of User's Gameplay Skill Level in a Computer Game (컴퓨터게임에서 유저의 게임플레이 숙련도 측정 방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.23-34
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    • 2012
  • Computer games should keep user's immersion for fun. Flow can be occured on the balance of user's game skill level and the difficulty level of the challenges by an immersion theory. Computer games can make automatic control of the challenge difficulty level but user's game skill makes difficult to know instantly its level on gameplay because the skill is decided by game goals, user tendency, or user experience. In this paper, we proposed a method of measurement of user's gameplay skill level that we can know the skill level instantly on gameplay. The proposed methods require to be implemented in the stages of the design and implementation of the computer game to be used. Computer games can keep continuously the balance of user's game skill level and the difficulty level of the challenges in order to occur flow immersion by using the proposed measurement method and automatic control methods of the difficulty of game challenges.

A Study on the Need of the Usable Security in the Corelation between IT Security and User Experience

  • Lee, Soowook
    • International Journal of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.14-18
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    • 2017
  • In this paper, an contemplate the direction for Usable Security in IT security and User Experience. To evaluate how the user interface is convenient to use, we examine the components such as the property, learnable property, memory simplicity, faults and satisfaction level. By considering for the security, we should bring positive effects on the user experience. By emphasizing usability and security at the same time, we should increase the satisfaction level of the user experience and then produce the valuable experience through participation, use and observation. The positive user experience is the important task for the software engineering, business administration and others., and this will result satisfaction of the users, brand trust, and success in the market. On the other hand, for the negative user experience, the users cannot achieve their desired goal and therefore, are unsatisfied due to emotional, rational and economic inconvenience. Due to this, we should try to maintain a certain level of usability and security of the system in IT security and User Experience.

A study on the user modeling for user friendly system (이용자편의 시스팀의 이용자모델링)

  • 신성철
    • Journal of Korean Library and Information Science Society
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    • v.16
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    • pp.129-157
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    • 1989
  • Through this study, some considerations to be taken into account in order to construct the user model for the user friendly system which can provide each individuals user armed with varied intellectual level with the relevant information, can be summarized as follows : (1) The user' ability to use the system and users' subject knowledge, the distribution of the users' level knowledge should be considered for the decision of the typed of interaction between the users and the system. (2) the knowledge of the user models should include the following kinds of knowledge inharmony with one another, 1. Standard user knowledge which represents a general characteristic of user group, 2. individual user knowledge which represents an individual's unique characteristic, 3. Long-term user knowledge which represents the education level and subject background of users, 4. short-term user knowledge which represents the purpose of information science and information need by users (3) As knowledge generation technique, both the implicit method and explicit method should be a n.0, pplied, observation of the system during the interaction, and explicit method generates the knowledge by the user's answering the questions already made by the system. (4) The frame technique as the knowledge representation for the user-modelling in which user-knowledge is represented in a limited situation and in a qualitative aspects, can be recommended. The frame is adequated for the explanation of structured situation, and for the processing the present situation by inferring the previous experiences.

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A Study of user-centric service model and user satisfaction analysis for information service

  • Kim, Chang-Su;Jung, Hoe-Kyung
    • Journal of information and communication convergence engineering
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    • v.7 no.2
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    • pp.92-97
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    • 2009
  • Lately, influence of information rises and interest about satisfaction estimation of information providing service is risin. According to rapid change in information environment, information-providing service is being changed in various form, in which center development is made in relation to the effort for customer satisfaction intended to enhance user's satisfaction level through providing more convenient and higher service centered on information service user rather than information service provider. Organizations providing information service is also changing their service from traditional one centered on service provider to that for user's satisfaction and service quality, and evaluation of information service quality and measurement of user's satisfaction as the result of using information service are regarded important. In this respect, it is needed to measure user's satisfaction level for environmental factors of information service and analyze what kind of influence they have to enhance user's satisfaction level of information service. Also function and efficiency of information offer service are important. Therefore, interest for satisfaction survey to heighten contents satisfaction of information-providing service, service satisfaction, satisfaction of user of system satisfaction is increased. In this paper, we propose a model of the user satisfaction index for information-providing services and present the user satisfaction index is measured to the model. Also we this study suggest qualitative improvements of information-providing service required for change to user-centric information-providing service through measuring user satisfaction index of ITFIND system and schemes to improve information quality

Guaranteed GNSS-based Road Charging Applications through User-Level Integrity

  • Mark, Audrey;Schortmann, Joaquin Cosmen;Olague, Miguel Angel Martinez;Merino, Miguel Romay
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • v.2
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    • pp.77-82
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    • 2006
  • Integrity plays a fundamental role in the feasibility of 'liability critical' applications. Road charging, e.g. road tolling in urban zones or on highways, represents a series of liability critical applications where a guarantee in integrity could be a true enabler: being the mechanism that prevents the incorrect charging of users and enabling the advancement of these applications using GNSS such as Galileo and EGNOS that provide integrity mechanisms. However, the integrity of the end user position is not guaranteed by the EGNOS and Galileo integrity services alone as provided. Algorithms have been developed to supply a guarantee on the performance attainable at the user level through the provision of a horizontal protection level that responds to local user conditions such as multipath or interference. In addition, an application has been developed that implements road charging mechanisms based on the availability of user-level integrity. Results obtained show that the user-level integrity algorithms provided the required level of integrity guarantee and granularity of the horizontal protection levels necessary for executing urban and rural (highway) road charging. In addition, the road charging application developed shows that the current application domain requirements can be met through the provision of guaranteed integrity and that further reductions in the horizontal protection levels along with increased signal availability will enable future road charging modalities.

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The Effect of Congruency between User Participation and Producer Response on User Generated Content (컨텐츠 유통 플랫폼에서 이용자 참여와 생산자 반응의 적합성 효과에 관한 연구)

  • Son, Jung-Min;Lee, Jun-Seop
    • Journal of Distribution Science
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    • v.13 no.8
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    • pp.73-80
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    • 2015
  • Purpose - This study's objective is to analyze the content of the communications between users and producers based on the construal level theory. User generated content refers to content created in an online-based service where users and producers communicate interactively with each other. In a user generated content platform, the messages sent and received between the many players, the users and producers who use the content, may be analyzed at the psychological level based on construal level theory. Research design, data, and methodology - This study gathered user and producer participation through a snow-bowling sampling method. The data analyzed includes 125 video clips and 2,912 comments. The period of the data collection was from September 2014 to December 2014. The collected data was analyzed using a t-test and two-way ANOVA. Results - This study obtained the following research results. First, users who were a short social distance from producers responded to user participatory activities stated in concrete language rather than abstract language. In contrast, users who were at a longer social distance from producers tended to respond to the content requesting user participation through abstract language. Second, if users and producers were at a short social distance from each other, user preference increased more when a producer response to user participation was expressed concretely rather than when it was expressed abstractly. In contrast, if the users were at a longer social distance, users' preferences increased more when producer response was expressed abstractly rather than when it was expressed concretely. Conclusion - This study found that the effect of suitability, in which the social distance and the content were in congruence at the construal level, could be observed. Therefore, based on this, academic and practical implications were drawn. The three main insights of the study are as follows. First, firms can use psychological factors to analyze the message content of users in their distribution platforms. This study reveals managerial implications for marketing managers who want to take make use of this analysis of user and producer communications. This study indicates that the main factors include the concrete and abstract scores and social distance between users and producers. Second, we also provide the strategic guidelines to maximizing user preferences and other outcomes. The main dependent variable in this study is the user preference shift; the variable increases through the congruence effect; and the construal level is determined by the social distance between the users and producers and the type of producer response. The outcomes here from users can be utilized to develop several systemic strategies. One process to use the outcomes could be: (1) firms could measure the users and producers social distance; (2) calculate the concreteness or abstractness of the messages; and, (3) predict the user preference outcomes by the congruence between user and producer social distance and the abstractness or concreteness of the message content.

Quality Cost Model for a Product in the User's Viewpoint (제품의 사용자 관점에서의 품질비용 모델)

  • Yi, Sang Yong
    • Journal of Korean Society for Quality Management
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    • v.19 no.2
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    • pp.158-165
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    • 1991
  • The Q-cost has been used in the manufacturing company to decide the optimal level of company's product quality, and to evaluate the effect of company's quality control system since the advent of Q-cost theory. In spite of the following costs are generated in the user side, owing to an unsuitable level of product quality and inadequacy of company's quality control system, these costs are not usually included in the company's Q-cost : (1) the cost generated in relation to a claim proposal as traffic expeneses and transpotation of the product. (2) the cost of maintenance through the useful life of the product, especially accured after quality warranty period. (3) the cost related to the economical efficiency in using the product. (4) the cost ralated to a customer dissatisfaction for the product quality. In this point of view, the contents of user side Q-cost, and the relations between the user side Q-cost and the level of company's product quality are discussed. And then the importance of user side Q-cost in order to determine the optimal quality level is discussed.

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