• Title/Summary/Keyword: UxAS

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Case Study on Big Data Sampling Population Collection Method Errors in Service Business (서비스 비즈니스의 빅데이터 모집단 산정방식 오류에 관한 사례연구)

  • Ahn, Jinho;Lee, Jeungsun
    • Journal of Service Research and Studies
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    • v.10 no.2
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    • pp.1-15
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    • 2020
  • As big data become more important socially and economically in recent years, many problems have been derived from the indiscriminate application of big data. Big data are valuable because it can figure out the meaning of informative information hidden within the data. In particular, to predict customer behavior patterns and experiences, structured data that were extracted from Customer Relationship Management (CRM) or unstructured data that were extracted from Social Network Service(SNS) can be defined as a population to interpret the data, during which many errors can occur. However, those errors are usually overlooked. In addition to data analysis techniques, some data, which should be considered in the analysis, are not included in the population and thus do not show any meaningful patterns. Therefore, this study presents the measurement and interpretation of the data generated when the cause of error in the population setting is strong relationship and interaction between people or a person and an object. In other words, it will be shown that if the relationship and interaction are strong, it is important to include data collected from the perspective of user experience and ethnography in the population by comparing various cases of big data application, through which the meaning will be derived and the best direction will be suggested.

User Behavior Model Based on Shooting Photograph Interaction for Funology ; Focused on 'PhoDoSee' Kiosk (퍼놀로지를 위한 사진 촬영 인터랙션 기반에서의 사용자 행태 모델 ; '포도씨' 키오스크를 중심으로)

  • Kim, Hanjae;Kwon, Jieun
    • Cartoon and Animation Studies
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    • s.36
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    • pp.643-667
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    • 2014
  • Recently, shooting photographs have become highly popular among general public and been used by various media such as digital camera, mobile, and kiosk. We could find that users prefer to Funology which is combined by fun and hardware technology on emotional point of view. Shooting photographs attracts user participation and makes effect of design to expand. The goal of this study is to classify user actions in a electronic kiosk which includes digital photography function based on the perspective of Funology and to bulit user behaviors model. Therefore user group model will be defined, and then interaction design guidelines of shooting photographs will be proposed. For this research, first of all, the concepts of Funology and user interaction with taking photographs are classified to three types which is based on literature investigation. Secondly, "Phodosee" kiosk is examined with Funology design elements which have been categorized beforehand. Then user's behaviors which are shown their interaction with "Phodosee" kiosk are observed and analyzed using video ethnography based on Funology perspectives. Finally, four persona models are suggested based on user's behaviors as follows; 1) to avoid being taken photography, 2) to try to shoot photography, 3) to participate shooting photography and 4) to lead others to take photography. To summarize this study, effects and limitations of Funology design elements using digital photography are discussed and guideline is suggested to improve user experience design.

User Experience Analysis of Smart bands (스마트 밴드에 대한 사용자경험 분석)

  • Kim, Gun-A;Kim, Suk-Tae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.8
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    • pp.99-105
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    • 2017
  • With the advancement of Information and Communication Technology (ICT), the wearable-device industry is growing at a rapid pace in line with the hyper-connected society of people-to-things and things-to-things network connections. International Data Corporation (IDC), a market research institute, estimates that the wearable-device industry will grow rapidly by 2020, despite not yet attracting a popular response. This study investigates the trend of the wearable-device industry and draws implications for product and service development through user experience analysis. The subject of analysis was smart bands and the data generated from product review were collected and analyzed. As a result, user experience could extract utility, usability, aesthetics, value, and reliability, and polarity was analysed and visualized in the extracted data. The study results reveal that current wearable-devices are expensive, that users cannot receive useful information from the long-term viewpoint since the analysis of accumulated data remains focused on functional development, and that they are recognized as a fashion item or an accessory. These factors hinder the continuous usage, motivation and market spread of the product. In a future follow-up study, we will conduct a comparative study on bands and watches by analyzing the second smart watch.

A Study on Customer Satisfaction for Smart Trunk using the Kano Model (카노모델을 이용한 스마트 트렁크 기능의 고객 만족에 관한 연구)

  • Kim, Dong-Yeon;Shin, Hoon-Chul
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.4
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    • pp.115-123
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    • 2021
  • In recent years, the automobile industry has been facing a major change with the introduction of new technologies represented by autonomous driving, electrification, and digitalization. Major domestic and overseas automakers are trying to use a systematic approach to customer satisfaction through user interfaces to provide customers with a special experience and value beyond just making products with high performance. This study proposes the Kano model as a systematic and qualitative research method for satisfaction. As a case study, 17 functions of a product were sorted (3 operation functions, 7 safety functions, and 7 convenience functions). This was done by analyzing the use case and the customers' requirements for a smart trunk system. 18 new functions were derived via creative ideation codes. In addition, a scientific analysis method is proposed for product quality attributes and the strength of customer satisfaction. Using the Kano methodology, 25 functions were classified into quality attributes: 18 attractive qualities, 3 one-dimensional qualities, and 4 complex qualities, which are combinations of one-dimension qualities and must-have qualities. The functions that have one-dimensional quality and complex qualities were found to have higher customer ratings than the functions that have attractive qualities. Based on this, enterprises could effectively reduce customer complaints and enhance customer satisfaction.

A Study on the Document viewer optimized for VR environment (VR 환경에 최적화 된 문서 뷰어에 관한 연구)

  • Joo, Yong-Ho;Kim, Sang-Mok;Cho, Ok-Hue
    • Journal of the Korea Convergence Society
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    • v.12 no.5
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    • pp.139-145
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    • 2021
  • Through this study, we intend to study user satisfaction in order to verify whether there is a need for full-scale research, development and commercialization of document viewers in a VR environment. VR content consists of realistic 3D graphics and 360-degree video, and provides a synesthesia experience and immersion. We developed and tested a VR document viewer prototype that can utilize this concept as a document viewing system. It can act as a viewer that provides an interactive viewing environment according to the user's body interaction and the direction of the field of view, and it can be said that the feature of VR document viewer is that it can draw the user's high level of immersion and concentration when using the viewer. The developed prototype was tested in a test group consisting of 100 VR experiences and device owners for about 1 hour and 3 days a day, and then a questionnaire survey in the form of a fixed selection question was conducted. This study is a prototype study of a document viewer suitable for a virtual reality environment, and can lead to a sense of immersion when reading a document, and suggest a new document viewer direction that is effective for visual fatigue and visual perception of the document.

A Case Study of Navigation for Shoppingmall on desktop (데스크톱에서 쇼핑몰의 탐색을 위한 내비게이션 사례분석)

  • Jang, Su-Jin;Lee, Young Ju
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.1
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    • pp.251-256
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    • 2021
  • This study analyzed the most frequently used navigation cases in a desktop environment. As a result of the research, GNB induces users' search as the top element of the search structure and can place color, text, icon, and image elements. LNB could be classified in the form of a dropdown, flyout, dropline and mega menu. In this study, the navigation structure of Interpark and Interpark among open markets used by users was analyzed. G-Market's GNB has a two-tier structure with color, text, image, and icon elements, and Interpark has a three-tiered horizontal label. Interpark's GNB drew attention by placing a badge on the seasonal label, which is a temporary content section, unlike G-market. It can be seen that the LNBs of both shopping malls have flyout menus that protrude when you mouse over the category menu arranged in a vertical text form under the logo placed on the left. The flyout menu has a complex structure consisting of the layout of the mega menu. This study is meaningful in revealing user experience elements by analyzing the GNB and LNB of shopping malls these days where internet shopping is increasing.

A proposal of a Non-contact Interaction Behavior Design Model for the Immersion of Culture Contents based on Non-linear Storytelling (비선형 스토리텔링 전시형 문화콘텐츠 몰입을 위한 비접촉 인터랙션 행위 디자인 모델 제안)

  • So Jin Kim;Yeon Su Seol
    • Smart Media Journal
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    • v.12 no.1
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    • pp.77-91
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    • 2023
  • Interaction methods and technologies for mutual exploration based on user behavior are evolving variously. Especially, in recent years, with the development of a wide range of sensors, they have developed from contact to non-contact methods. However, developers' senseless definitions of the interaction methods have made the exploration process quite complicated, which rather creates the hassle of users needing to learn the interaction guide defined by the developers before experiencing the exhibition contents. In this context, in order to make visitors smoothly communicate with exhibition contents, a preliminary study on easy interaction for users of various ages is needed, and in particular, research on improving the usability of user interaction is also essential when developing non-contact exhibition contents. So, in this study, a method to reduce the confusion between developers and users was sought by researching non-contact interaction that could be universally interacted with in the field of exhibition contents and proposing behavior designs. First, based on the narrative structure of cultural resources, existing studies were reviewed and the points of interactions as cultural contents were derived. Then the most efficient search process was selected among non-contact behaviors based on hand gestures that allow users to naturally guess and learn interaction methods. Furthermore, on the basis of the meaning of non-linear narrative-based interaction and the analysis results of spatial behavior elements, affordance behavior with high learning effect and efficiency was derived. Through this research process, an action that helps users to understand non-contact interaction naturally in the process of exploring exhibition-type cultural contents and to utilize non-contact interaction in the process of immersion in exhibition contents is proposed as a final model.

Effects of Temperature and Light Intensity on the Growth of Red Pepper(Capsicum annuum L.) in Plastic House During Winter. IV. Growth Responses Influenced by Temperatures and Light Intensities in Growth Chamber (동계 plastic house내 고추(Capsicum annuum L.) 육묘시 온도와 광도가 생장에 미치는 영향 IV. 생장상내 온도 및 광환경 변화에 따른 생장반응)

  • 정순주;이범선;권용웅
    • Journal of Bio-Environment Control
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    • v.4 no.2
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    • pp.125-130
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    • 1995
  • Observations on the seedling growth of red pepper responding to different temperature(10, 20, 3$0^{\circ}C$) and light intensity(5, 15, 25 klux) were made in the growth Chamber during 7 weeks. The results obtained were as follows; 1. Best results of the combinations of temperature and light intensity were obtained from the combinated treatment of 3$0^{\circ}C$ and 25klux. At all of the temperature levels in this experiment, the more the light intensity is high, the more the growth is favor, but at low temperature below 2$0^{\circ}C$ and low light intensity below 15 klux, the growth of red pepper seedlings was decreased markedly. 2. Multiple regression polynomial equations of the characteristics of red pepper seedlings grown in the different combinations of temperature and light intensity fitted well in the plant height, number of leaves, leaf area, stem dry weight and shoot dry weight. 3. Multiple regression polynomial equation to the shoot dry weight was partial differentiated and diagrammatized the response surface using its theoretical value. Light intensity affected more to the shoot dry weight in the temperature below 2$0^{\circ}C$ but above 2$0^{\circ}C$ the role of the temperature showed greatly influence however, interaction effects of light intensity and temperature showed strongly.

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Differences in Finding Smartphone Apps across User Types Categorized by App Icon Arrangement Style (스마트폰 사용자의 앱정리 유형에 따른 앱아이콘 탐색의 차이 연구 -아이폰 사용자 중심으로-)

  • Kang, Minjeong
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.143-155
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    • 2017
  • In the mobile-first era, plenty of mobile apps have been created so that the number of apps owned in a smartphone have been increasing as well. However, users spend most of time with only a few apps and the rest of apps are just kept in their smartphones for future usage. Thus, in order to help users find the apps quickly it is important to study how users arrange apps in a mobile phone screen and find an app. In the literature, we extracted 5 user types to organize mobile apps. We further conducted user survey with 30 subjects and finalized major 3 user types categorized by relatedness(A), aesthetic(B), and external concepts(C). We found that most of subjects took less than 2 minutes when finding frequently-used-apps. However we identified difference in times taken to find a barely-used-apps across three user types; while A type users turns out to be the most effective in finding barely-used-apps, the B type uses tend to be the least effective among three types. For the A type users, an app's name is more important than an icon image because they tend to guess the functionality from the name of the app. The B type users use the color of app icon to find the app in the smartphone. For the C type users who tend to remain the original position of an app when first downloading it in the smartphone, the visibility of an app icon is important to catch users' eyes while they scan a page. The results of this study is expected to be useful for UX designers who improve the usability of app icon usage considering the user types.

Phototaxis of Fish (2) - Response of Rook bream and Grass puffer to the white lights - (어류의 주광성에 관한 연구 (2) - 백색광에 대한 돌돔과 복섬의 반응 -)

  • 양용림
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.16 no.1
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    • pp.27-35
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    • 1980
  • 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 using two species of commercial fishes: rock bream, Oplegnathus fasciatus(Temminet et Schlegel) and glass-puffer,\ulcorner Fugu.niphobles (Jordan \ulcorneret. Snyder). 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 em 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 counted40 times every 30 seconds, and the gathering rates were obtain from th~ average number of. fish' in each section. The light intensity inducing maximum gathering rate is as follows: rock bream: 162.0 lux (104,3--238, 1 lux) (day), 162.0 lux (104.3--238.1 lux) (night). grass puffer: 16.6 lux (10.6--24.5 lux) (day), 1. 9 lux (1. 2-2. 9 lUX) (night). Trend .of the gathering rate in illumination time revealed different results in two fish species. Gathering rate of rock bream showed the increasing trend fluctuately with the lapse of ' illumination time. However, that of grass puffer showed the increasing trend gradually at the early period of the illumination time and the uniform trend at the latter period with little distictive fluctuation.

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