• Title/Summary/Keyword: UxAS

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Collaborative Social Tagging for eBook using External DSL Approach

  • Yoo, Hwan-Soo;Kim, Seong-Whan
    • Annual Conference of KIPS
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    • 2014.11a
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    • pp.1068-1072
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    • 2014
  • We propose a collaborative social tagging for eBook using external DSL approach. The goal of this paper is (1) to provide DSL by which authors can write HTML5 rich contents ebook and tag resources, (2) to make users enhance book by tagging resources easily, (3) to make readers read rich book easily regardless of their devices types, (4) to provide ebook resources of RESTful address style by which other system can identify self-descriptive resources of book. To achieve the goal, we provide Bukle DSL language by which author and users can author and enhance ebook with ease. As a domainspecific language Bukle provides a simple yet expressive language for authoring and tagging books that would otherwise be more difficult to express with a general purpose language. Further work includes visual DSL approach and tools by using that the unskilled users could tag book easily. In order that future work also includes text-to-visual DSL transform engine. UX research is also required to tag and to author book. To tackle the above questions we are looking at using visual notation focusing visual syntax.

Information Seeking Behaviour of Distance Learners: What has Changed During the Covid-19?

  • Alturki, Ryan
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.182-192
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    • 2022
  • All the aspects of human life have been affected by the novel coronavirus (Covid-19). It has rapidly spread in most countries including the Kingdom of Saudi Arabia. As a result, early precautionary actions aiming to minimise the virus effect are taken by the Saudi government. One of these actions is the sudden shift to online classes and suspending the attendees to all educational institutes. Such immediate change can have a significant effect on the educational process, especially for students. One can argue that students' information-seeking behaviour within the current situation can affect their learning quality and outcomes. Therefore, this paper examines the Saudi students' information-seeking behaviour by taking a sample of students from Umm Al-Qura University. A descriptive analysis is conducted with 193 students and two approaches are used to collect data, questionnaire and semi-structured interview. The results showed that the majority of students face difficulties when searching and retrieving e-resources from the university library website. The problems range from mainly poor User Experience (UX), network connection, multiple errors and lack of subscription with academic publishers.

A Study on the Analysis of User Experience with Healing Characteristics in Horticultural Games (원예 게임에서 힐링의 특성을 갖는 사용자 경험 분석 연구)

  • Min-Gyeong Hwang;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.4
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    • pp.1-7
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    • 2023
  • This study analyzed user experience elements with healing game characteristics in eight horticultural games based on Lazro's theory of four fun elements, aiming to use horticultural treatment effects as basic data for horticultural game design. The games were found to be developed around "Serious Fun" and "Easy Fun," with "Hard Fun" and "People Fun" also included. Healing games including horticultural activities were highly linked to actual horticultural activities, resulting in horticultural treatment effects. Future studies will design horticultural healing games and verify their effects based on these results.

Analysis of the Safety Payment in Second-hand Transactions Using Text Mining (텍스트마이닝을 활용한 중고거래 안전결제 실태분석)

  • Eun-ji Kim;Beom-Soo Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.529-536
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    • 2023
  • The secondhand market in Korea has been showing steady growth. However, the number of fraud cases and the amount of damages from fraudulent activities in secondhand transactions are also increasing. As of 2021, the size of the secondhand market reached 24 trillion won, but the total amount of fraud-related damages reached 360.6 billion won. In order to prevent fraud between individuals, secondhand trading platforms have implemented a safety payment system. However, new types of fraud methods exploiting the safety payment system have emerged, undermining the security of secondhand transaction safety payments. In this study, we aim to utilize text mining to examine the current state of the safety payment system in secondhand transactions and propose improvement measures by analyzing the system through text mining and network analysis.

A Development of VPP Platform for the Efficient Utilization of Distributed Renewable Energy Resources (분산 재생에너지의 효율적 활용을 위한 가상발전소(VPP) 플랫폼 개발에 관한 연구)

  • Cho, Young-Hyeok;Baek, Seung-Yup;Choi, Won-Yong;Jeong, Dae-Yul
    • The Journal of Information Systems
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    • v.27 no.2
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    • pp.95-114
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    • 2018
  • Purpose The recent concern over environmental problems such as greenhouse gas emission and fine dust contributes increasing interest in renewable energies. However the intrinsic characteristics of renewable energies, intermittent and stochastic generation, might cause serious problems to the stability and controllability of power grid. Therefore countermeasures such as virtual power plant (VPP) must be prepared in advance of the spread of uncontrollable distributed renewable energy resources to be one of major energy sources. Design/methodology/approach This study deals with the design concept of the VPP platform. we proposed as a technology solution for achieving the stability of power grid by guaranteeing a single power profile combining multiple distributed power sources with ICT. The core characteristics of VPP should be able to participate in the grid operation by responding to operation instructions from the system operator, KPX, as well as the wholesale electricity market. Findings Therefore this study includes energy storage device(ESS) as a controllable component as well as renewable energy resources such as photovoltaic and wind power generation. Based on this configuration, we discussed core element technologies of VPP and protype design of VPP solution platform according to system requirements. In the proposed solution platform, UX design for the integrated control center and brokerage system were included as well as ancillary service function to respond to KPX's operation instruction with utilizing the capability of ESS. In addition, a simulator was suggested to verify the VPP operations.

An Examination of an Efficient UI of Smartphone Home Screen Structure (스마트폰의 홈 화면구조에 따른 효율적 UI 방안 모색)

  • Choi, Jinhae
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.5
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    • pp.437-446
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    • 2017
  • Objective: This study aims to draw an efficient UI design by comparing the usability of App drawer and single-layered home screens, which are smartphone home screens. Background: Because smartphone home screen is frequently used including the installation, deletion, and editing of APPs, it should be designed with easily controllable information structure. There is a need to seek a user-friendly UI by comparing the usability of App drawer and single-layered home screens, of which methods to search Apps are different. There is also a need to examine an efficient UI and the factors to improve from the user perspective. Method: This study targeted 30 Android OS and iOS users to evaluate the App drawer and single-layered home screens, of which UI structures are different. Each participant was instructed to carry out an App searching task and App deleting task, and the execution time and the number of errors were measured. After the tasks were completed, they evaluated satisfaction through a questionnaire survey. Results: In the App searching task with low task level, there was no difference in execution level between the App drawer and single-layered home screens. However, the single-layered home screen showed higher efficiency and accuracy in the App deleting task with high task level. As for the group difference according to use experience, there was no difference in satisfaction among Android OS users, but iOS user satisfaction with single-layered home screen with which they were familiar was higher. Conclusion: As for home screen usability, the single-layered home screen UI structure can be advantageous, as task level is higher. Repulsion was higher, when users, who had used easier UI, used complex UI in comparison with user satisfaction, when users familiar with complex UI used easier UI. A UI indicating the current status with clear label marking through a task flow chart-based analysis, and a UI in which a user can immediately recognize by exposing hidden functions to the first depth were revealed as things to improve. Application: The results of this study are expected to be used as reference data in designing smartphone home screens. Especially, when iOS users use Android OS, the results are presumed to contribute to the reduction of predicted barriers.

Investigating Smart TV Gesture Interaction Based on Gesture Types and Styles

  • Ahn, Junyoung;Kim, Kyungdoh
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.2
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    • pp.109-121
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    • 2017
  • Objective: This study aims to find suitable types and styles for gesture interaction as remote control on smart TVs. Background: Smart TV is being developed rapidly in the world, and gesture interaction has a wide range of research areas, especially based on vision techniques. However, most studies are focused on the gesture recognition technology. Also, not many previous studies of gestures types and styles on smart TVs were carried out. Therefore, it is necessary to check what users prefer in terms of gesture types and styles for each operation command. Method: We conducted an experiment to extract the target user manipulation commands required for smart TVs and select the corresponding gestures. To do this, we looked at gesture styles people use for every operation command, and checked whether there are any gesture styles they prefer over others. Through these results, this study was carried out with a process selecting smart TV operation commands and gestures. Results: Eighteen TV commands have been used in this study. With agreement level as a basis, we compared the six types of gestures and five styles of gestures for each command. As for gesture type, participants generally preferred a gesture of Path-Moving type. In the case of Pan and Scroll commands, the highest agreement level (1.00) of 18 commands was shown. As for gesture styles, the participants preferred a manipulative style in 11 commands (Next, Previous, Volume up, Volume down, Play, Stop, Zoom in, Zoom out, Pan, Rotate, Scroll). Conclusion: By conducting an analysis on user-preferred gestures, nine gesture commands are proposed for gesture control on smart TVs. Most participants preferred Path-Moving type and Manipulative style gestures based on the actual operations. Application: The results can be applied to a more advanced form of the gestures in the 3D environment, such as a study on VR. The method used in this study will be utilized in various domains.

A Study on the User Experience Factors for The Knowledge and Information Resource System (지식정보자원시스템의 이용자 경험요인에 관한 연구)

  • Chun, Jung Hyun;Lee, Jee Yeon
    • Journal of the Korean Society for information Management
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    • v.37 no.2
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    • pp.353-379
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    • 2020
  • This study developed a user experience factors for the evaluation of knowledge and information resource system from the user experience perspectives, which is emerging as a new analysis standard in the field of information media and information service research. Based on the analysis criteria selected through literature analysis, 'system perception factor' and 'user experience factor' were derived as factors influencing the use of information systems through an experimental study based on the user experience sampling method. As a result, the user experience factors of final knowledge and information resource system includes nine user experience factors, 55 detailed user experience factors, and 138 system perception factors. This study is significant in that the abstract concept 'user experience' was derived and presented as a practical, concrete, measurable factor through experiments. The derived user experience factors should serve as a basis for measuring user experience perceived by users of the knowledge and information resource system.

A Study on the Service Design for Online Service Company to Enhance User Experience

  • Lee, Ji-Hyun
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.101-107
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    • 2012
  • Objective: The aim of this study is to investigate service design cases by online service companies and suggests framework to understand service design of them. Background: Recently, exploratory service design cases by online service companies such as Google, Apple, and NHN has been developed. Service design and online service experience design has been booming among user experience professionals but these two areas are not clearly defined. It is interesting to study the definition and key factors of service design and online service experience design. Moreover, investigating service design cases by online service companies is needed. Method: Due to diversification of service design cases by online service companies, this study has reviewed online resources and literatures about top 5 online service companies in USA and Korea. Furthermore, this study used expert interview who worked for service design at NHN. To understand the attributes of service design cases, this study developed 3 types of service design classifications scheme such as service design as extension of online service, space design and event service design. Finally, this study suggested a new framework for service design cases. Results: This study investigated service design cases by online service companies and suggests key issues and frameworks to uncover service design for online service. Conclusion: Service design cases for online service was analyzed by $2^*2$ matrix(extension, $enrichment^*product$, service) to explain characteristics and attributes. NHN's Knowledge-iN bookshelf at NHN library1 is a unique form of service design as a tool of enrichment of online experience. Application: The results of this study might help to understand service design cases and plan new service design for online service companies with structured framework.

Extraction of An Improvement Plan of Day Care Center's Interior Environment Design Reflecting Persona Characteristics -The case of Jounno Ward Silver Center- (페르소나 특성을 반영한 데이케어센터 실내환경디자인 개선방안 도출 - 종로 구립 실버센터의 사례를 중심으로 -)

  • Lee, Jin-Woo;Nam, Kyung-Sook
    • Korean Institute of Interior Design Journal
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    • v.24 no.1
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    • pp.43-53
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    • 2015
  • As part of alternative of elderly problems in the future super-aging society, this study aims to extract an improvement plan of interior environment design of Seoul-type day care centers to expand in future by observing day care centers as medical and healing environments, from the perspective of user experience. For this study, after selecting major activity areas of representative cases of Seoul-type day care centers, user behaviors in the space were observed and 4 seniors of baby-boom generation who are potential uses were chosen as personas by reflecting characteristics of healthy elderly, physical aging, mental aging and infirm elderly, from the perspective of user experience. Based on previous studies on healing environments, these characteristics and demands of personas were classified into environmental aspects, physical aspects and mental aspects to extract an improvement plan. The study results are as follows. First, interior environment design reflecting persona characteristics helps the elderly adapt to the environment and provides a comfortable environment like home for stability, treatment and recovery of memory. Second, interior environment design reflecting persona characteristics helps psychological healing through light entering the large windows and natural environment elements. Third, for interior environment design reflecting persona characteristics, finish materials with bright and soft colors should be used to change the images of facilities positively. Fourth, spatial composition should be remedied through division of space and built-in furniture depending on the needs of users for loitering of extra time and programs.