• 제목/요약/키워드: User-oriented Design

검색결과 455건 처리시간 0.022초

Effects of self-disclosure in conversational agents - Comparison of task- and social-oriented dialogues -

  • Lee, Kahyun;Choi, Kee-eun;Choi, Junho
    • 디자인융복합연구
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    • 제18권3호
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    • pp.71-87
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    • 2019
  • Previous research has shown that the use of self-disclosure, the process of revealing personal thoughts and feelings, in conversational agents (CAs) increases overall user evaluations. However, research exploring the effects of self-disclosure in different situations or dialogue types is limited. This study investigated the effects of self-disclosure and dialogue type (task- vs. social-oriented) on trust, usefulness, and usage intention. Results showed significant interaction effects between self-disclosure and dialogue type. For CAs that did not use self-disclosure, trust, usefulness, and usage intention were higher in task-oriented dialogues. In contrast, CAs that did use self-disclosure had higher trust, usefulness, and usage intention in social-oriented dialogues. These results suggest that researchers and designers should consider the specific dialogue types and corresponding user goals when adding human qualities, such as self-disclosure, to CAs.

Development of a Computer Program for User-Oriented Analysis and Design of Prestressed Concrete Bridges

  • Kim, Tae-Hoon;Choi, Jeong-Ho;Lee, Kwang-Myong;Shin, Hyun-Mock
    • KCI Concrete Journal
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    • 제12권2호
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    • pp.3-10
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    • 2000
  • A computer program, named NEO-PCBRG, for the analysis and design of prestressed con-crete(PSC) bridges was developed using the finite element method. NEO-PCBRG can predict the response of PSC bridges throughout the various stages of construction and service. NEO-PCBRG has both pre- and post-processing capabilities. Pre-processing refers to all the neces- sary steps required to prepare a virtual prototype, more commonly termed a varied model for analysis. Post-processing here stands for the step in which the results from the analysis are reviewed and interpreted. In order to allow for the easy and convenient execution of the entire procedure, NEO-PCBRG was developed using computer graphics in the Visual Basic pro- gramming language. In conclusion, this study presents a new software architecture for analy-sis using the user-oriented design technique.

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사용자 중심 디자인을 위한 다인병실에 대한 사용자 평가연구 - 부산 H 종합병원 사례를 중심으로 - (A Case Study on User Evaluation of Patients' Room for User-Oriented Design - Focused on H General Hospital in Busan -)

  • 오찬옥;백진경
    • 한국실내디자인학회논문집
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    • 제21권6호
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    • pp.12-22
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    • 2012
  • This study was carried out to focus on the user-oriented design of patients' room in general hospital. The purpose of the study was to examine the users' evaluation on their patients' rooms in H General Hospital and to suggest how to improve the patients' room design. The users were inpatients, care givers, and nurses, 300 subjects of each 100 users in H hospital. They evaluated 26 items related to the patients' room design using by 5-points Likert scale. Also, they answered three elements which bothered them, what needed improvement, and what they feel ill at ease. The results were as followings; 1) The users evaluated positively the location and size of window. This implies that the current one is relatively ideal and deserve to be maintained. 2) The users responded negatively to the thermostat system and the space for care-givers. 3) The lack of space for care-givers and visitors, common use of refrigerator and bathroom, and the lack of space bothered the users. 4) Most users mentioned the lack of space in patients' room. This implies that it needs to consider the change of the person number per patient's room, from 5 persons to 4 ones. 5) The lacks of sleeping space, dining space, and bathroom space bothered the care-givers. This implies that the space for care-givers such as sleeping, dinging, and bathing should be considered in patients' room.

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고성능 순차적 선형화 방법을 이용한 선박 최적 초기설계 기법 -최적화 설계 전용 언어의 개발 및 응용- (Optimum Preliminary Ship Design Technique by Using Sophisticated Sequential Linear Approximation Method -Development and Application of User Oriented Design Optimization Language-)

  • 이규열
    • 대한조선학회지
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    • 제25권3호
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    • pp.35-45
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    • 1988
  • This paper presents a sophisticated Sequential Linear Approximation Method(SLAM) to solve nonlinear optimization problem and the performance of this method is compared with those of the Penalty Function Method(SUMT), Tangent Search Method(TSM) and Flexible Tolerance Method(FTM). To improve the convenience and flexibility in using the proposed SLAM, an user oriented design optimization language is developed and the application examples are shown for the optimization of propeller principal dimensions and the optimization of bulk carrier principal particulars.

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객체지향 기법을 이용한 RC통합 구조설계 시스템의 후처리 모듈 개발 (Development of Post-processing Modules in an Integrated System for Reinforced Concrete Structures Using Object-Oriented Techniques)

  • 이진우;천진호;김우범;이병해
    • 한국전산구조공학회:학술대회논문집
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    • 한국전산구조공학회 1998년도 가을 학술발표회 논문집
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    • pp.352-361
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    • 1998
  • The post-processing modules are parts of an integrated system for reinforced concrete structures. This modules are composed of two modules: member design module and calculation report module. The purpose of this paper is to develope modules that increase efficiency and usefulness of an integrated system used reinforced concrete structures design. The development of post-processing modules is necessary for user to design reinforced concrete structures conveniently and quickly. This modules are connected with central database for the benefit of storing amount of input/output data and being used system with little effort. Post-processing modules used Object-Oriented concepts and techniques include identity, classification, polymorphism, and inheritance. Member design module automatically converts no good members into satisfied members by changing section size or reinforcement bar arrangement. This module can be operated both independent member design modules with user input and a part of integrated system with database input. If user operates member design module, calculation report module is created automatically.

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사용자중심 디자인 관점에서의 국내 코하우징 공동생활시설 활용에 대한 연구 - 소행주(소통이 있어 행복한 주택) 1, 2, 3호 사례를 중심으로 - (A Study on the Utilization of Co-Housing Community Facilities in the User-Oriented Design Perspective - Focusing on the Case of So-Haeng-Ju No.1, No.2, and No.3 -)

  • 이진우;이주영;마문호;황연숙
    • 한국실내디자인학회논문집
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    • 제24권4호
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    • pp.80-90
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    • 2015
  • This study aims to improve plans by analyzing spatial compositions of cohousing common houses, their role depending on the types of users and spaces, and satisfaction from the user-oriented design perspective. For this study, a basic concept was examined based on previous studies and literature reviews. So-Haeng-Ju(Happy House with Communication) Houses 1, 2, and 3 in Seongmisan Village was analyzed. As well, interviews with residents of these houses were conducted to analyze the role of user behavior in common house depending on the types of users and spaces. As a result, it was found that there were common characteristics of roles in an exchange with neighbors, cooperative child-care, and residents' meetings. The time and behavioral types were different depending on the living patterns, characteristics, and family members of residents. User satisfaction with the locations of community facilities including communal kitchen and communal living room, the composition of rooms, communication with residents, and the connection between communal living space and personal living space, was above the average. However, user satisfaction with storage facilities, or defect repair and facility maintenance was low. Most of cohousing common house users were satisfied with the use and size of spaces, and a sense of community, including communication with neighbors beyond the environment and Seongmisan Village. In conclusion, a realistic alternative is required for future cohousing by developing a system regarding human resources networks and cost bearing issues.

객체지향 개념과 가시화 기법에 의한 선박 개념설계용 그래픽 사용자 인터페이스 모델 (Object-Oriented Graphical User Interface Model for Visualization of Ship Conceptual Design)

  • 이경호;한순흥;이동곤;이규열
    • 대한조선학회논문집
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    • 제29권4호
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    • pp.27-35
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    • 1992
  • 컴퓨터 그래픽스와 빠른 하드웨어의 발달에 힘입어, WYSIWYG(What You See Is What You Get)로 특징지워지는 GUI(Graphical User Interface)는 기존의 사용자 인터페이스 개념을 컴맨드를 이용한 언어모델에서 풀다운 메뉴, 스크롤바, 아이콘 등을 이용한 공간모델로 바꾸어 놓았다. 여기서 개발된 선박개념설계를 위한 그래픽 사용자 인터페이스 모델(MBASWIN)은 Event-driven 프로그래밍 기법과 객체지향 개념을 도입하였다. 또한 기존의 설계 프로그램이 인터페이스 부분을 포함하여 프로그램 전체를 제어했던 방식에서 벗어나, 설계 프로그램과 사용자 인터페이스 부분을 완전 분리하여, 사용자 인터페이스 루틴이 설계 루틴들을 제어하는 방식을 도입하였다. 이를 이용하여 설계자는 유연성있는 설계를 수행할 수 있게 된다.

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업무 양식에 근거한 객체 지향 역공학 방법론 (FORE: A Form-Driven Object-Oriented Reverse Engineering Methodology)

  • 유천수;이희석
    • Asia pacific journal of information systems
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    • 제9권1호
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    • pp.115-142
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    • 1999
  • Legacy applications are valuable assets that should be integrated into next generation business systems. To gain this advantage, progressive companies can reverse engineer the legacy business operations. This paper presents a form-driven object-oriented reverse engineering(FORE) methodology by the use of business forms to recover semantics of legacy applications. They retain the user-oriented contents of business and thus are easily understandable. Our form driven object-oriented reverse engineering methodology consists of five phases: form and usage analysis, form object slicing, object structure modeling, scenario design, and model integration. Knowledge about form structure and user interaction with legacy applications is used to capture the design semantics. An object model, which consists of an object structure model and scenario results from such form knowledge. The resulting object model is more likely to help reverse engineers understand and reuse legacy systems.

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인터넷에서의 한국 전통 소재 데이터베이스 구축을 위한 사용자 중심의 그래픽 유저 인터페이스 디자인 연구 (Study of the user-oriented GUI design to build the database of Korean traditional materials on internet)

  • 이현주;박영순;김영인;김서경;방경란;이정현
    • 디자인학연구
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    • 제13권4호
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    • pp.125-135
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    • 2000
  • 컴퓨터가 대중화되고 멀티미디어와 인터넷이 등장함에 따라, 정보의 이동속도와 양은 기하급수적으로 증가하고 있다. 따라서, 사용자가 보다 편리하고 효율적으로 정보를 사용할 수 있도록 정보를 분석하고 구조화하는 정보디자인과 인간과 컴퓨터 상호작용의 접점에 있는 인터페이스의 중요성이 높게 인식되고 있다. 본 연구의 목적은 사용자의 환경분석과 정보디자인을 바탕으로, 사용자 중심의 인터페이스디자인 프로토타입을 제시하는 것이다. 이를 위해 정보디자인과 GUI(Graphic User Interface)디자인의 원칙 및 구성요소에 관한 이론적 고찰을 선행하였다. 그 결과, 정보디자인은 정보의 특성에 따라 정보를 세분화하고 조직화하며 정보간의 연관성을 고려하여 정보구조를 체계화하는 것이며, GUI디자인은 그래픽에 기반을 둔 인터페이스 디자인으로, 예측성, 일관성, 가시성, 투명성, 피드백의 중요성 등과 적합성의 원칙을 고려하여 사용자가 쉽게 정보에 접근할 수 있도록 디자인하는 것으로 정의하였다. 또한, 정보디자인과 GUI디자인은 디지털정보의 가공에 있어 매우 중요한 분야이며, 앞으로 정보량의 증가와 기술발전에 따른 다각적인 연구가 요구된다. 연구자는 이와 같은 이론적 고찰을 인터페이스 디자인에 적극적으로 적용하여 사용자 중심의 효율적인 인터페이스를 제작하고 이를 GUI디자인의 프로토타입으로 제시하였다.

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자동차 내비게이션 개발을 위한 페르소나 모델 연구 (A Study on Personas Models for Car Navigation Developing)

  • 오세형;김정희;최학현
    • 한국컴퓨터정보학회논문지
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    • 제15권8호
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    • pp.163-171
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    • 2010
  • 본 연구는 제품 디자인 프로세스로 각광받고 있는 알랜 쿠퍼의 사용자 중심 디자인에 근거한 페르소나모델 설정의 실제 과정을 담고 있다. 이를 위해 심층 인터뷰와 FGI를 진행하여 사용자 집단의 내비게이션 사용 특성과 동기를 추출하고, 사용자 집단의 분석을 진행하였다. 분석 내용을 기반으로 페르소나 모델을 설정하기 위한 사용자 집단을 내비게이션을 사용하는 빈도와 내비게이션의 기능 이해도에 따라 3가지 타입의 사용자층으로 나누었다. 이 3가지 유형은 활용도가 낮고 기능이해도가 낮은 모델, 활용도가 중간이고 기능이해도가 높은 모델, 활용도가 높고 기능 이해도가 높은 모델의 3가지 유형의 페르소나를 설정하는 기반이 되었다. 본 연구를 통하여 추출된 3가지 유형의 페르소나는 추후 진행된 사용자 중심 정보구조의 설계에 기반을 제공하였다.