• Title/Summary/Keyword: and user satisfaction

Search Result 2,351, Processing Time 0.034 seconds

3D Graphic Interface Design for TV using Behavior and Attribute Analysis (행위와 속성 분석을 통한 TV 의 3D 그래픽 인터페이스 디자인 연구 -실생활과 접목된 필연적인 인터페이스 구현을 위한 방법론)

  • Shim, Jae-Hee;Kim, Uni-Young;Kim, Ji-Hea;Lee, Hyung-Nam;Jang, Sae-Hun
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.996-1000
    • /
    • 2009
  • There can be three objectives why we apply 3D graphics in TV interface. First, inevitable usability. 3D space is the most inevitable way for product-user interaction deviating from the current aesthetic or technical purpose of use. Second, enhance emotional satisfaction by merging interface into real life. Beyond digilog(analog+digital), we wanted users to naturally use the interface as if they are using everyday objects. And in order to do this properly, we analyzed the behaviors of users how they use their everyday objects and then analyzed the attributes beyond each behavior. Third, capaticy for enourmous contents of the incorporated TV. The most efficient way to display enormous amounts of contents in a limited screen is 3D. And that 3D space gives us almost unlimited capacity in accepting contents. Now to conclude, using 3D graphics for TV interface has significance in many ways but the issue is how we can maintain the 3D effects while customizing them into real products.

  • PDF

Physical Interactive Game on the Digital Desk (디지털 데스크상의 체감형 게임 구현)

  • Chung, Jee-Hoon;Yun, Tae-Soo;Lee, Dong-Hoon;Yang, Hwang-Kyu
    • Journal of Korea Game Society
    • /
    • v.5 no.1
    • /
    • pp.11-18
    • /
    • 2005
  • Recently, as one method of the game manipulation, physical interactive game is increasing, which controls the program by direct human movement. Tangible interface for physical interactive game implementation can control virtual model directly through real world object. A digital desk, one of the tangible interface, offers the interface that human can manipulate virtual object directly, by making projection screen on real world desk as computer display device. In this paper, we implement "Battle Region" game in the form of tangible interface, which can offer game users an efficient and amusing experiences by the use of physical interactive game. Traditional game cannot pursuit the diversity of game background contents but our game can do it through Map image projection. From this, game provider can supply the diversity of choice and users ran set up the difficulty of game. Therefore, our implemented game can offer users an efficient and amusing experiences by making game user's challenge and satisfaction maximum.

  • PDF

Item Filtering System Using Associative Relation Clustering Split Method (연관관계 군집 분할 방법을 이용한 아이템 필터링 시스템)

  • Cho, Dong-Ju;Park, Yang-Jae;Jung, Kyung-Yong
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.6
    • /
    • pp.1-8
    • /
    • 2007
  • In electronic commerce, it is important for users to recommend the proper item among large item sets with saving time and effort. Therefore, if the recommendation system can be recommended the suitable item, we will gain a good satisfaction to the user. In this paper, we proposed the associative relation clustering split method in the collaborative filtering in order to perform the accuracy and the scalability. We produce the lift between associative items using the ratings data. and then split the node group that consists of the item to improve an efficiency of the associative relation cluster. This method differs the association about the items of groups. If the association of groups is filled, the reminding items combine. To estimate the performance, the suggested method is compared with the K-means and EM in the MovieLens data set.

The effect of information asymmetry between accounting information provider and users on information user decision (회계정보 공급자와 회계정보이용자간의 정보비대칭이 정보이용자 의사결정에 미치는 영향)

  • Joung, Jae-Woo;Lee, Seong-Hyo
    • Journal of Convergence for Information Technology
    • /
    • v.7 no.2
    • /
    • pp.125-130
    • /
    • 2017
  • In the business environment of the modern society, it is not possible for the company, which is a producer of accounting information, to provide accounting information to the users of accounting information because it can not satisfy the information demand of the accounting information users due to the problem of information asymmetry. Therefore, the purpose of this study is to find out what information should be provided for satisfying the information needs of users of accounting information. This study investigates the qualitative characteristics of accounting information based on K-IFRS in the provision of accounting information and conducts empirical studies based on the users of accounting information of listed companies and unlisted companies. And how to improve the satisfaction. As a result of empirical research, it was confirmed that the accounting information satisfying the qualitative characteristics is useful for meeting the information needs of users of accounting information.

An Analysis of Interior Color of Experience Yachts : Focused on 40ft Yachts (체험형 요트 실내공간의 색채분석 : 40ft급 요트를 중심으로)

  • Cho, Joung-Hyung
    • Journal of the Korea Convergence Society
    • /
    • v.11 no.12
    • /
    • pp.125-130
    • /
    • 2020
  • The Korean maritime industry is growing rapidly as income levels rise. In particular, the domestic yacht market is generating steady market demand, which is a good opportunity for users who want to enjoy leisure. Among them, the experience-type yacht is operated smoothly around Suyeong Bay in Busan. In this study, a survey of experienced yacht users conducted an analysis focusing on color as much as the interior structure. The colors you experience when you stay in a specific space for a short time have a significant impact on the user's satisfaction and sensibility. Often, systematic research into space is often focused on physical distribution. However, color leaves a strong impression on short experiences as much information as it accepts through the optic nerve. A survey of yacht passengers was conducted to derive appropriate adjectives, and the results were obtained after analyzing them by means of I.R.I monochrome and image scale. Afterwards, it is expected that this research will be used as a theoretical basic data that can be used to carry out the production, repair, and repair of hands-on yachts that are developed on their own.

A Study on the Prediction of Ship Collision Based on Semi-Supervised Learning (준지도 학습 기반 선박충돌 예측에 대한 연구)

  • Ho-June Seok;Seung Sim;Jeong-Hun Woo;Jun-Rae Cho;Deuk-Jae Cho;Jong-Hwa Baek;Jaeyong Jung
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
    • /
    • 2023.05a
    • /
    • pp.204-205
    • /
    • 2023
  • This study studied a prediction model for sending collision alarms for small fishing boats based on semi-supervised learning(SSL). The supervised learning (SL) method requires a large number of labeled data, but the labeling process takes a lot of resources and time. This study used service data collected through a data pipeline linked to 'intelligent maritime traffic information service' and data collected from real-sea experiment. The model accuracy was improved as a result of learning not only real-sea experiment data with labeling determined based on actual user satisfaction but also service data without label determined together.

  • PDF

A Study of An Efficient Clustering Processing Scheme of Patient Disease Information for Cloud Computing Environment (클라우드 컴퓨팅 환경을 위한 환자 질병 정보의 효율적인 클러스터링 처리 방안에 대한 연구)

  • Jeong, Yoon-Su
    • Journal of Convergence Society for SMB
    • /
    • v.6 no.1
    • /
    • pp.33-38
    • /
    • 2016
  • Disease of patient who visited the hospital can cause different symptoms of the disease, depending on the environment and lifestyle. Recent medical services offered in patients has changed in the environment that can be selected for treatment by analyzing the patient according to the disease symptoms. In this paper, we propose an efficient method to manage disease control because the treatment method may change at any patients suffering from the disease according to the patient conditions by grouping the different treatments to patients for disease information. The proposed scheme has a feature that can be ingested by the patient big disease information, as well as to improve the treatment efficiency of the medical treatment the increase patient satisfaction. The proposed sheme can handle big data by clustering of disease information for patients suffering from diseases such as patient consent small groups. In addition, the proposed scheme has the advantage that can be conveniently accessed via a particular keyword, the treatment method according to patient disease information. The experimental results, the proposed method has been improved by 23% in terms of efficiency compared to conventional techniques, disease management time is gained 11.3% improved results. Medical service user satisfaction seen from the survey is to obtain a high 31.5% results.

User Experience Analysis on 3D Printing Services and Service Direction Suggestions (3D프린팅 서비스에 대한 사용자 경험 분석과 서비스 방향제안)

  • Lee, Guk-Hee;Cho, Jaekyung
    • Journal of the HCI Society of Korea
    • /
    • v.11 no.1
    • /
    • pp.47-55
    • /
    • 2016
  • Three Dimensional Printing (herein, 3D printing) not only gives novelty and interests to modern people but is also a spotlighted technology that could herald a new industrial revolution. The introduction of various 3D printing service platforms has enabled individuals to easily possess products designed through 3D printing. However, there are still many issues to consider until the era of new manufacturing, when 3D printing becomes available to the general public so that anyone can make and design products with 3D printing. For instance, there needs to be sufficient consideration and research on whether the current 3D printing services can prove their higher capability to produce products conventionally done by machines and hands through 3D printing, and on the meaning of selling a wide range of product families like those of most 3D printing service platforms to the consumers. This study, which was initiated in this context, aimed to gain insight on the directions that 3D printing services need to advance going forward by letting consumers have first-hand experience on 3D printing online service platforms with a wide range of product families and those with relatively limited services, and then asking them to answer multiple-choice and short-answer survey questions on the websites they wish to purchase from, diversity of designs, design satisfaction, perceived technical skills, perceived purchase satisfaction, perceived after-sales service(A/S). As a result, we were able to witness that consumers generally had a strong preference for services with a wide range of product families (e.g. Shapeways) compared to services with a narrow range (e.g. Digital Forming). We also verified that design diversity and the possibility of realizing the designs were the crucial aspects that need to be considered with 3D printing services. Moreover, we also carried out discussions on carrying out design consulting by securing a pool of designers from diverse fields, on providing web-based designing software that can be utilized even by beginners, and on operating shops both online and offline in order to provide more competitive 3D printing services.

A Study on the Multi-Dimensional Interactivity in IP-Based Interactive Media: e-Learning Service Case (IP기반 양방향 매체에서의 다차원적 상호작용에 관한 연구: e-러닝 서비스를 중심으로)

  • Lee, Ji-Eun;Shin, Min-Soo
    • Information Systems Review
    • /
    • v.10 no.3
    • /
    • pp.39-64
    • /
    • 2008
  • As digital convergence evolves, it is expected that the market of IP-based services like VoIP and IPTV will be expanded. In particular, IPTV market is expected to attract consumers' attention through various interactive services offering a variety of experiences to consumers. Interactivity sets apart old media from new one in terms of how to mediate effects of user satisfaction. The object of this study is to investigate (1) multi-dimensional Interactivities in an interactive medium based on IP and relationship among them, and (2) significant factors affecting cognitive absorption of interactive media users. This study aims to provide implications on how to develop strategies for IP-based media including e-learning system.

A Study on the Effect of Mobile Social Network Game Characteristics in Service Recovery - Focused on Kakaotalk Platform Game (모바일 소셜 네트워크 게임 특성이 서비스 회복에 미치는 영향에 관한 연구 : 카카오톡 플랫폼 기반 게임을 중심으로)

  • Kang, Moon-Young;Chi, Yong-Shou;Han, Kyeong-Seok
    • Journal of Korea Game Society
    • /
    • v.15 no.1
    • /
    • pp.171-184
    • /
    • 2015
  • Looking at the existing game-related research, innumerable researches such as game acceptance, user satisfaction, continuance intention, wold-of-mouse intention have been carried out. However, there was no cases that applying the concept of service recovery in game researches. The purpose of this study is to evaluate the impact on the characteristic of the mobile social network game that based on domestic mobile social network game platform which focusing on KakaoTalk games on the service recovery. In addition, the study analyzed the characteristic factors of mobile social network game on the basis of Organizational Equity Theory and Innovation Diffusion Theory to identified the causal relationship between those factors and service recovery. As a result, except the independent variable-compatibility, all of the characteristics factors of mobile social network game showed direct or indirect effects on service recovery. The results of this study are expected as a reference for presenting a new business model, reducing risk factors and enriching the related research of the gaming industry.