• Title/Summary/Keyword: UxAS

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Study on Gesture and Voice-based Interaction in Perspective of a Presentation Support Tool

  • Ha, Sang-Ho;Park, So-Young;Hong, Hye-Soo;Kim, Nam-Hun
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.593-599
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    • 2012
  • Objective: This study aims to implement a non-contact gesture-based interface for presentation purposes and to analyze the effect of the proposed interface as information transfer assisted device. Background: Recently, research on control device using gesture recognition or speech recognition is being conducted with rapid technological growth in UI/UX area and appearance of smart service products which requires a new human-machine interface. However, few quantitative researches on practical effects of the new interface type have been done relatively, while activities on system implementation are very popular. Method: The system presented in this study is implemented with KINECT$^{(R)}$ sensor offered by Microsoft Corporation. To investigate whether the proposed system is effective as a presentation support tool or not, we conduct experiments by giving several lectures to 40 participants in both a traditional lecture room(keyboard-based presentation control) and a non-contact gesture-based lecture room(KINECT-based presentation control), evaluating their interests and immersion based on contents of the lecture and lecturing methods, and analyzing their understanding about contents of the lecture. Result: We check that whether the gesture-based presentation system can play effective role as presentation supporting tools or not depending on the level of difficulty of contents using ANOVA. Conclusion: We check that a non-contact gesture-based interface is a meaningful tool as a sportive device when delivering easy and simple information. However, the effect can vary with the contents and the level of difficulty of information provided. Application: The results presented in this paper might help to design a new human-machine(computer) interface for communication support tools.

Structural Model Analysis on UHDTV Service Usage: Control Effects of Symbolism (UHDTV서비스 이용에 대한 구조 모형 분석: 상징성 조절효과)

  • Jung, Hoe-Kyung
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.359-365
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    • 2017
  • This study was conducted structural model analysis focusing on the factors influencing UHDTV service usage. The perceived quality, innovativeness, price sensitivity are adopted as independent variables and perceived usefulness, perceived easy use are adopted as intervening variables. Especially symbolism used it as a control variable. As a result of the analysis by PLS, the influence coefficient of perceived quality was significantly higher than other variables. However, the combined effect of symbolism and perceived quality has a negative effect on perceived usefulness, and the more the users consider the symbolism of UHDTV usage, the more negative the evaluation of UHD quality and usefulness. With the launch of the terrestrial UHDTV service in May 2017, the most important issue is the production and distribution of high-quality content that users want.

User Expectation Experience of Flexible Display Interface (플렉서블 디스플레이 인터페이스의 사용자 기대경험)

  • Chung, Seung Eun;Yoon, Young Sun;Lee, Ram;Lim, Yeon Sun;Choi, Ho Jeong;Ryoo, Han Young
    • Design Convergence Study
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    • v.15 no.2
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    • pp.301-317
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    • 2016
  • Flexible display interface is capable of creating new user behaviors based on its characteristics of outstanding surface representation and display transformations such as bending, rolling, and folding. Thus, it is being discussed that the newly emerging flexible display interface can offer a different user experience that the previous flat display couldn't. However, as it is hard to find studies that identify the general attributes of user experience in the area of flexible display research, this study was intended to identify and label experience that users expect in a flexible display interface. For this purpose, this study first investigated literature reviews about user experience in previous digital media interface and flexible display interface and conducted interview research in order to reflect the users' perception, collecting 52 items that represent user experience. In addition, these items were used as measurements to deduct different types of user experience, and 308 interviewees participated in the interview research process. As a result, 10 types of user experience were developed from the results of the survey: functionality, understandability, pleasure, convenience, familiarity, stimulation, adaptability, collectivity, reality, and aesthetic.

A Study on the Weight Allocation Method of Humanist Input Value and Multiplex Modality using Tacit Data (암묵 데이터를 활용한 인문학 인풋값과 다중 모달리티의 가중치 할당 방법에 관한 연구)

  • Lee, Won-Tae;Kang, Jang-Mook
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.157-163
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    • 2014
  • User's sensitivity is recognized as a very important parameter for communication between company, government and personnel. Especially in many studies, researchers use voice tone, voice speed, facial expression, moving direction and speed of body, and gestures to recognize the sensitivity. Multiplex modality is more precise than single modality however it has limited recognition rate and overload of data processing according to multi-sensing also an excellent algorithm is needed to deduce the sensing value. That is as each modality has different concept and property, errors might be happened to convert the human sensibility to standard values. To deal with this matter, the sensibility expression modality is needed to be extracted using technologies like analyzing of relational network, understanding of context and digital filter from multiplex modality. In specific situation to recognize the sensibility if the priority modality and other surrounding modalities are processed to implicit values, a robust system can be composed in comparison to the consuming of computer resource. As a result of this paper, it is proposed how to assign the weight of multiplex modality using implicit data.

UX evaluation of MyData-based financial asset management app - Focusing on Data Visualization (마이데이터 기반 금융 자산관리 앱 사용성 평가 - 데이터 시각화를 중심으로 -)

  • Kim, Eun Young;Han, Soo Jin
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.223-233
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    • 2021
  • MyData industry became possible with the revision of the three data-related bills on August 2020, and from February 2021, each individual can make MyData financial service through the app provided by MyData providers. In this study, in order to understand the user experience trend of MyData-based financial asset management apps in the user-centered financial service era, the usability evaluation of 11 apps from 8 MyData providers was conducted for 300 adults, then average value comparison, radial graph analysis, and heatmap analysis were conducted. In app design preference, asset list type was the most preferred type, followed by asset comparison·list type. As for the expected perception of the future benefits that can be enjoyed through My Data, 'diversification of convenient services' was the highest at 45.3%, and as a negative factor felt by users, personal information-related factors were the highest at 71.4%. The results of this study can be used as basic data for the development and improvement of user interfaces for MyData platforms.

A Study on the Development of Public Digital Signage Services (공공 디지털 사이니지 서비스 개발 연구)

  • Ahn, SungHee
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.185-196
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    • 2021
  • This study is based on the 'National Pilot Project on Digital Signage in Sejong Special City', one of the pilot projects initiated by the Ministry of Public Administration and Security. This project was an attempt to present the digital signage as a 'public service content platform' integrated with smart technologies. This study suggests that the planning strategy for placing public service contents on digital signage platform should focus on interests of local communities or users rather than high-tech suppliers of digital signage. In consideration of growing needs for smart technology-based public service, this study concentrates on the strategy for developing 'public digital signage services'. In addition, 'digital signage service tools' were designed to easily establish or execute the strategy. The aim of this study is developing the strategy to make digital signage a public cultural service platform as well as a digital advertisement tool. The final goal of this study is to demonstrate public value creation performance of the 'Revitalisation Project of Sejong City's Commercial Districts', which was possible thanks to the proactive involvement of citizens coupled with progressive utilization of interactive media.

A Study of Forecasting User Experience Design Model of Virtual Reality Bike (VR 자전거의 사용자 경험 설계 모델 예측에 관한 연구)

  • Cho, Jae-Hyung;Koo, Kyo-Chan;Han, Seung-Jo;Kim, Sun-Uk
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.167-175
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    • 2018
  • By conducting multiple regression analysis, we analyzed the major independent factors affecting user convenience and emotional factors, and identified the important functional elements in the design of the VR device, so that the functional elements to be developed can be grasped in advance. As a result of the study, satisfaction of handling of VR bicycle and satisfaction of speed control by paddling were considered as the most important technical factors as independent factors which have the greatest influence on user convenience and emotional factor among technical satisfaction. Also, it is possible to increase the probabilities of successful design by setting a model that predicts user convenience and the emotional part from the technical factors.

The Effect of Barge-in Function of In-Vehicle Voice Conversational Interface on Driving Experience - Focus on Car Navigation and Music Services - (차량용 음성대화 인터페이스의 Barge-in 기능이 주행 경험에 미치는 효과 연구 - 내비게이션 및 음악서비스 중심으로 -)

  • Kim, Taek Soo;Kim, Ji Hyun;Choi, Jun Ho
    • Design Convergence Study
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    • v.17 no.1
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    • pp.17-28
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    • 2018
  • The manipulation of the device by hand while driving is a major factor to increase the risk of accidents, and the design of in-vehicle voice conversational interface that can compensate for this is being actively researched. The purpose of this study is to investigate the effect of the use of the barge-in function of in-vehicle voice interface on user experience. Participants were asked to carry out two tasks, one for navigation and one for music play. We conducted a survey to measure the functional user 's experience after each participant' s tasks, and measured usefulness, usability, satisfaction, and emotion as user experience factors. As a result, Barge-in has been rated as the better choice for most experience factors. There was a significant effect on usability dimension in navigation task and significant effects on usability dimension and emotional dimension in music play task. So it was found that barge-in function had a positive effect on actual user's usability and emotional dimension.

A case study of blockchain-based public performance video platform establishment: Focusing on Gyeonggi Art On, a new media art broadcasting station in Gyeonggi-do (블록체인 기반 공연영상 공공 플랫폼 구축 사례 연구: 경기도 뉴미디어 예술방송국 경기아트온을 중심으로)

  • Lee, Seung Hyun
    • Journal of Service Research and Studies
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    • v.13 no.1
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    • pp.108-126
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    • 2023
  • This study explored the sustainability of a blockchain-based cultural art performance video platform through the construction of Gyeonggi Art On, a new media art broadcasting station in Gyeonggi-do. In addition, the technical limitations of video content transaction using block chain, legal and institutional issues, and the protection of personal information and intellectual property rights were reviewed. As for the research method, participatory observation methods such as in-depth interviews with developers and operators and participation in meetings were conducted. The researcher participated in and observed the entire development process, including designing and developing blockchain nodes, smart contracts, APIs, UI/UX, and testing interworking between blockchain and content distribution services. Research Question 1: The results of the study on 'Which technology model is suitable for a blockchain-based performance video content distribution public platform?' are as follows. 1) The blockchain type suitable for the public platform for distribution of art performance video contents based on the blockchain is the private type that can be intervened only when the blockchain manager directly invites it. 2) In public platforms such as Gyeonggi ArtOn, among the copyright management model, which is an art based on NFT issuance, and the BC token and cloud-based content distribution model, the model that provides content to external demand organizations through API and uses K-token for fee settlement is suitable. 3) For public platform initial services such as Gyeonggi ArtOn, a closed blockchain that provides services only to users who have been granted the right to use content is suitable. Research question 2: What legal and institutional problems should be reviewed when operating a blockchain-based performance video distribution public platform? The results of the study are as follows. 1) Blockchain-based smart contracts have a party eligibility problem due to the nature of blockchain technology in which the identities of transaction parties may not be revealed. 2) When a security incident occurs in the block chain, it is difficult to recover the loss because it is unclear how to compensate or remedy the user's loss. 3) The concept of default cannot be applied to smart contracts, and even if the obligations under the smart contract have already been fulfilled, the possibility of incomplete performance must be reviewed.

A Universal Smart-phone APP for Processing One-shot Tasks (일회성 작업 처리를 위한 통함 스마트폰 앱)

  • Cha, Shin;So, Sun Sup;Jung, Jinman;Yoon, Young-Sun;Eun, Seongbae
    • Journal of Korea Multimedia Society
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    • v.20 no.3
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    • pp.562-570
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    • 2017
  • One shot tasks like a MERSC handling policy, a cinema poster, and so on are too small, diverse, and sporadic to make them as apps or web applications. They are usually shared as the form of notes attached in the field or messages in smart phones. In order to support inter-operability with internet web sites, QR/NFC tags are attached to them. What matters in the web technology is that HTML5 standard does not supply the accessability of smart phones' resources like a camera, an audio, magnetic sensors, and etc. In this paper, we propose a universal smart phone application for handling various one-shot tasks in the same UI/UX. One-shot tasks are described with HTML5 web documents, and the URL for the web documents are stored in QR/NFC tags. A smart phone scans a tag, and then the web document is retrieved and presented finally. QR tags can be delivered to other smart phones through messages or SNS. We solve the problem of HTML5 standard supplying a resource access library with javascrippts. We suggested the whole architecture and the internal structure of QR/NFC tags. We show that our scheme is applicable to make variable one-shot tasks.