• Title/Summary/Keyword: UxAS

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Phototaxis of Fish 4. Response of Gray Rock Cod and Cat Shark to the White Lights (어류의 주광성에 관한 연구 4. 백색광에 대한 볼낙과 두툽상어의 반응)

  • YANG Yong-Rhim
    • Korean Journal of Fisheries and Aquatic Sciences
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    • v.14 no.2
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    • pp.59-65
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    • 1981
  • The purpose of the present study is to find the light intensity which induces maximum gathering rate and to observe the variation of the gathering rate both in daytime and at night by rising two species of commercial fishes: gray rock cod. Sebastes inermis (Cuvier et Valenciennes) and cat shark, Scyliorhinus torazame (Tanaka). An experimental tank $(360L\;{\times}\;50W\;{\times}\;55H\;cm)$ was set up in a dark room. An illumination system was attached to one end of the tank to control horizontal light intensity. Six artificial light sources were prepared by combination of two light bulbs (5W, 150W) and seven filters. During the experiment water depth was maintained 50 cm level in the tank. The tank was marked into six longitudinal sections each being 60 cm long to observe the distribution of fish. The fish were acclimatized in dark condition for 40 minutes prior to the main experiment. Upon turning on the light, the number of fish in each section was counted 40 times every 30 seconds, and the gathering rates were obtain from the average number of fish in each section. The light intensity inducing maximum gathering rate is as follows: gray rock cod: 16.6 lux (10.6-24.5 lux) (day), 0.7 lux (0.5-1.1 lux) (night), cat shark: 1.9 lux (1.2-2.9 lux) (day), 16.6 lux(10.6-24.5lux) (night). Trend of the gathering rate in illumination time revealed different results in two fish species. Gathering rate of gray rock cod did not show any definite pattern but fluctuated irregularly. The gathering rate was some fluctuating at night. However, that of cat shark was almost constant and did not show any distinctive difference between day and night.

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A Study on UX of Shared Electric Scooters Using Gamification: Focusing on User Engagement and Motivation (게이미피케이션을 이용한 공유 전동킥보드 서비스 UX 연구: 사용자 참여와 동기 부여 향상을 중심으로)

  • Lee, Ja-Eun;Kim, Dongwhan
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.173-186
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    • 2022
  • The purpose of this study is to investigate the influence of gamification strategies on improving participation and motivation of shared electric scooter users. To this end, this study derived the user type through the first research question of how the shared electric scooter usage behavior and pulse are, and derived user tasks and scenarios. The second research question, a shared electric kickboard app with gamification, was tested by users to see if it helps increase user participation and form motivation. As a result of the analysis, it was found that users were induced to be considerate of other users by using a combination of the motivational, relational, and self-expression strategies of gamification. Second, it was found that the use of motivation, achievement and reward, and reward visualization strategy elements promotes user's voluntary behavior. Third, through relationship, achievement, and reward strategies, users participated to create a positive culture of shared electric scooters, drawing immediate feedback, indicating that convenience has increased. In conclusion, it was found that the user helped to play a positive role in voluntary participation and motivation through the use of the shared electric kickboard service with gamification.

Moderating Effects of User Gender and AI Voice on the Emotional Satisfaction of Users When Interacting with a Voice User Interface (음성 인터페이스와의 상호작용에서 AI 음성이 성별에 따른 사용자의 감성 만족도에 미치는 영향)

  • Shin, Jong-Gyu;Kang, Jun-Mo;Park, Yeong-Jin;Kim, Sang-Ho
    • Science of Emotion and Sensibility
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    • v.25 no.3
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    • pp.127-134
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    • 2022
  • This study sought to identify the voice user interface (VUI) design parameters that evoked positive user emotions. Six VUI design parameters that could affect emotional user satisfaction were considered. The moderating effects of user gender and the design parameters were analyzed to determine the appropriate conditions for user satisfaction when interacting with the VUI. An interactive VUI system that could modify the six parameters was implemented using the Wizard of OZ experimental method. User emotions were assessed from the users' facial expression data, which was then converted into a valence score. The frequency analysis and chi-square test found that there were statistically significant moderating gender and AI effects. These results implied that it is beneficial to consider the users' gender when designing voice-based interactions. Adult/male/high-tone voices for males and adult/female/mid-tone voices for females are recommended as general guidelines for future VUI designs. Future analyses that consider various human factors will be able to more delicately assess human-AI interactions from a UX perspective.

A Study on Usability Evaluation of AR-based Online Archives Exhibition Platform: Focusing on June Democratic Struggle History Exhibition Case (AR기반 온라인 기록전시 플랫폼의 사용성 평가에 관한 연구 - 6월 민주 항쟁 역사 기획전 사례를 중심으로 -)

  • Jung, Chul;Lee, Soosang
    • Journal of Korean Library and Information Science Society
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    • v.53 no.1
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    • pp.125-148
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    • 2022
  • This study shows the process of designing and directly developing an online archives exhibition platform using AR (AR online archives exhibition platform) as a method for effectively providing online archives exhibition. Furthermore, the usability of the platform developed for actual users was evaluated. Related literature analysis was conducted to derive the functional requirements of the online archives exhibition platform to be guaranteed by the archives exhibition platform. Based on the derived functional requirements, six development strategies were established for the development of an AR online archives exhibition platform. The specific development of the platform was carried out using the Unity Engine and was based on the development strategy. After that, using the developed platform, 'June Democratic Struggle History Exhibition' was planned based on the collection of the Busan Democratic Park. Based on this, this study attempted to specifically evaluate the possibility of applying the actual exhibition service of the platform. Based on this, this study specifically evaluated the possibility of applying the actual exhibition service of the platform, and the usability of the AR online archives exhibition platform based on user experience (UX) was evaluated through platform demonstration for 35 actual users. According to the evaluation results, there were requirements for supplementation due to the use of advanced technology, but the main opinion was that it will be very positive at this time when untact services are being activated due to the Corona Pandemic.

A Study on customer experience centered innovation model for culture and arts organizations - Centered on museum service - (문화예술 기관의 고객경험 중심 혁신모형 연구 - 박물관 서비스를 중심으로 -)

  • Ahn, Jinho;Kim, Yeunhee
    • Journal of Service Research and Studies
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    • v.11 no.1
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    • pp.21-30
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    • 2021
  • This study examined methodologies for establishing a customer experience-focused innovation strategy, which is essential to transforming existing collection and preservation-oriented museum service into a visitor-oriented service. To this end, a review of studies examining good customer experience and bad customer experience was conducted, focusing on change in museum environments and customer experience from the service science and customer experience management perspectives. Research was conducted to present and prove. Implementing a customer experience-oriented innovation strategy in a museum requires exploring the various approaches that can be used to reach the target state from the present state, focusing on the customer, and selecting the most appropriate transformation plan. This study found that effective approaches are distinguished by the fact that they generate positive emotions in customers and use customer experience data to make important decisions regarding the establishment of practical resources in museums. This innovation model was developed and validated by analyzing how it differed from existing evaluation methods. Finally, a regression analysis using the customer experience measurement procedure, customer experience diagnosis/evaluation, customer experience innovation strategy, and museum performance as variables revealed a significant causal relationship.

User Experience Evaluation of Menstrual Cycle Measurement Application Using Text Mining Analysis Techniques (텍스트 마이닝 분석 기법을 활용한 월경주기측정 애플리케이션 사용자 경험 평가)

  • Wookyung Jeong;Donghee Shin
    • Journal of the Korean Society for information Management
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    • v.40 no.4
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    • pp.1-31
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    • 2023
  • This study conducted user experience evaluation by introducing various text mining techniques along with topic modeling techniques for mobile menstrual cycle measurement applications that are closely related to women's health and analyzed the results by combining them with a honeycomb model. To evaluate the user experience revealed in the menstrual cycle measurement application review, 47,117 Korean reviews of the menstrual cycle measurement application were collected. Topic modeling analysis was conducted to confirm the overall discourse on the user experience revealed in the review, and text network analysis was conducted to confirm the specific experience of each topic. In addition, sentimental analysis was conducted to understand the emotional experience of users. Based on this, the development strategy of the menstrual cycle measurement application was presented in terms of accuracy, design, monitoring, data management, and user management. As a result of the study, it was confirmed that the accuracy and monitoring function of the menstrual cycle measurement of the application should be improved, and it was observed that various design attempts were required. In addition, the necessity of supplementing personal information and the user's biometric data management method was also confirmed. By exploring the user experience (UX) of the menstrual cycle measurement application in-depth, this study revealed various factors experienced by users and suggested practical improvements to provide a better experience. It is also significant in that it presents a methodology by combines topic modeling and text network analysis techniques so that researchers can closely grasp vast amounts of review data in the process of evaluating user experiences.

The Effect of Daylength, Shading and Irrigation on the Flowering of Chrysanthemum coronarium L. (쑥갓의 화아분화에 미치는 일장, 차광 및 관수 처리의 영향)

  • 장매희;박권우
    • Journal of Bio-Environment Control
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    • v.2 no.2
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    • pp.136-146
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    • 1993
  • In order to study flowering of Chrysanthemum coronarium, several investigations on the daylength, shading, irrigation and plant growth regulator treatment were carried out. As daylength was treated for 12, 14 and 16hrs, flowering was accelerated and plant height was increased. Leaf number, length and width were decreased by the increased daylength. Sensitivity to daylength and flower development were accompanied by the plant growth, especially the effect of long day treatment was appeared remarkably when the number of leaves was more than 8 leaves. The minimum days of long day treatment for flowering was more than 10 days. Flowering was delayed by 65% shading treatment, over irrigation.

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Adopting Design Thinking for Website Innovation: Case Studies of Korean Award Winners

  • Kim, Yu-Jin
    • Science of Emotion and Sensibility
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    • v.23 no.1
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    • pp.57-68
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    • 2020
  • This research investigates how digital design agencies and client companies incorporate design thinking-a human-centered approach to solving difficult problems-into their website development processes. Based on a literature review on the design-thinking-driven web development process, multiple case studies of award-winning website projects were performed by in-depth interviews with key practitioners. Through analyses of these cases, their user-centered approaches for website innovation were identified according to the following four phases: web planning (discovery and defining phases) and web design and development (development and delivery phases). Moreover, distinct approaches of design thinking practices were identified according to two website types: a brand promotion website with a killer brand storytelling approach; and a service channel website with a strategic UI/UX-driven approach. Next, the key success drivers of these website projects were suggested in light of the typical themes of design thinking (i.e., human centeredness, research based, context awareness, and collaboration). Some practical limitations were also found in adopting the design-thinking-driven web development process, such as limited research methods and tools, and insufficient prototyping and experimentation. Along with these limitations, it was also discovered that current digital design agencies still face the following challenges in adopting the design-thinking-driven web development process: building a long-term, playful partnership with clients; leveraging decision-makers' design thinking awareness; and coping with limited resources (design thinking practitioners, budgets, and schedules).

Effects of Glipizide on the Pharmacokinetics of Carvedilol after Oral and Intravenous Administration in Rats

  • Lee, Chong-Ki;Choi, Jun-Shik
    • Biomolecules & Therapeutics
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    • v.19 no.2
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    • pp.237-242
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    • 2011
  • This study was designed to investigate the effects of glipizide on the pharmacokinetics of carvedilol after oral or intravenous administration of carvedilol in rats. Clinically carvedilol and glipizide can be prescribed for treatment of cardiovascular diseases as the complications of diabetes, and then, Carvedilol and glipizide are all substrates of CYP2C9 enzymes. Carvedilol was administered orally or intravenously without or with oral administration of glipizide to rats. The effects of glipizide on cytochrome P450(CYP) 2C9 activity and P-gp activity were also evaluated. Glipizide inhibited CYP2C9 activity in a concentration-dependent manner with 50% inhibition concentration ($IC_{50}$) of 18 ${\mu}M$. Compared with the control group, the area under the plasma concentration-time curve (AUC) was significantly increased by 33.0%, and the peak concentration ($C_{max}$) was significantly increased by 50.0% in the presence of glipizide after oral administration of carvedilol. Consequently, the relative bioavailability (R.B.) of carvedilol was increased by 1.13- to 1.33-fold and the absolute bioavailability (A.B.) of carvedilol in the presence of glipizide was increased by 36.8%. After intravenous administration, compared to the control, glipizide could not significantly change the pharmacokinetic parameters of carvedilol. Therefore, the enhanced oral bioavailability of carvedilol may mainly result from inhibition of CYP2C9-mediated metabolism rather than both P-gp-mediated effl ux in the intestinal or in the liver and renal elimination of carvedilol by glipizide.

An Authoring Framework for Emotion-Aware User Interface of Mobile Applications (모바일 어플리케이션의 감정 적응형 사용자 인터페이스 저작 프레임워크)

  • Lee, Eunjung;Kim, Gyu-Wan;Kim, Woo-Bin
    • Journal of Korea Multimedia Society
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    • v.18 no.3
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    • pp.376-386
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    • 2015
  • Since affective computing has been introduced in 90s, affect recognition technology has achieved substantial progress recently. However, the application of user emotion recognition into software user interface is in its early stages. In this paper, we describe a new approach for developing mobile user interface which could react differently depending on user emotion states. First, an emotion reaction model is presented which determines user interface reactions for each emotional state. We introduce a pair of mappings from user states to different user interface versions. The reacting versions are implemented by a set of variations for a view. Further, we present an authoring framework to help developers/designers to create emotion-aware reactions based on the proposed emotion reaction model. The authoring framework is necessary to alleviate the burden of creating and handling multi versions for views at the development process. A prototype implementation is presented as an extension of the existing authoring tool DAT4UX. Moreover, a proof-of-concept application featuring an emotion-aware interface is developed using the tool.