• Title/Summary/Keyword: computer experience

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User Experience Validation Using the Honeycomb Model in the Requirements Development Stage

  • Kim, Neung-Hoe
    • International journal of advanced smart convergence
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    • v.9 no.3
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    • pp.227-231
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    • 2020
  • Recently, the importance of user experience (UX) has been rapidly increasing. Its utilization is emphasized for development of systems, products, and services. User experience is widely used across industries including services, products, processes, society, and culture. Therefore, if it is unsatisfactory, it is likely to have a direct negative impact on the corresponding system, product, or service. The failure to analyze user experience causes significant damage to the project, which may lead to its failure or redevelopment; it is hence necessary to prioritize the verification of UX in the earliest stages of development. The requirements development stage, which is a preceding stage, is an appropriate stage for the verification of user experience because the identification of user needs is completed and prototypes can be implemented. In this paper, we proposed a systematic requirements development stage; it adds user experience verification activities to the requirements development stage, using the Honeycomb model, which is a widely used tool for verifying the overall UX. User experience verification was added to the existing requirements development activities, which consisted of three steps: model definition and requirements placement, discussions between external and internal stakeholders, and review by internal stakeholders. By easily validating the user experience through this systematic requirements development stage, we expect to minimize the damage to the project due to the failure of the user experience analysis and increase the possibility of success.

Mega Irises: Per-Pixel Projection Illumination Compensation for the moving participant in projector-based visual system (Mega Irises: 프로젝터 기반의 영상 시스템상에서 이동하는 체험자를 위한 화소 단위의 스크린 투사 밝기 보정)

  • Jin, Jong-Wook;Wohn, Kwang-Yun
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.4
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    • pp.31-40
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    • 2011
  • Projector-based visual systems are widely used for VR and experience display applications. But the illumination irregularity on the screen surface due to the screen material and its light reflection properties sometimes deteriorates the user experience. This phenomenon is particularly troublesome when the participants of the head tracking VR system such as CAVE or the motion generation experience system continually move around the system. One of reason to illumination irregularity is projector-screen specular reflection component to participant's eye's position and it's analysis needs high computation complexity. Similar to calculate specular lighting term using GPU's programmable shader, Our research adjusts every pixel's brightness in runtime with given 3D screen space model to reduce illumination irregularity. For doing that, Angle-based brightness compensate function are considered for specific screen installation and modified it for GPU-friendly compute and access. Two aspects are implemented, One is function access transformation from angular form to product and the other is piecewise linear interpolate approximation.

Spatial Information Based Simulator for User Experience's Optimization

  • Bang, Green;Ko, Ilju
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.3
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    • pp.97-104
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    • 2016
  • In this paper, we propose spatial information based simulator for user experience optimization and minimize real space complexity. We focus on developing simulator how to design virtual space model and to implement virtual character using real space data. Especially, we use expanded events-driven inference model for SVM based on machine learning. Our simulator is capable of feature selection by k-fold cross validation method for optimization of data learning. This strategy efficiently throughput of executing inference of user behavior feature by virtual space model. Thus, we aim to develop the user experience optimization system for people to facilitate mapping as the first step toward to daily life data inference. Methodologically, we focus on user behavior and space modeling for implement virtual space.

Difference in Immigrant Adolescents' Experience of Life in Korea - Focusing on comparison between adolescents with multicultural family backgrounds and those with immigrant backgrounds -

  • Lee, Hyoung-Ha
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.7
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    • pp.99-107
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    • 2015
  • This study purposed to analyze difference in experience of life in Korea among adolescents whose immigrant backgrounds were different (Korean-born children of multicultural families and foreign-born immigrant children) using the data of the 2012 National Survey of Multicultural Families (adolescent children aged between 9 and 24). According to the results of analysis, first, multicultural adolescents with immigrant backgrounds experienced 'difficulty in using the Korean language (speaking, listening, reading, and writing),' 'school dropout,' and 'school violence' more frequently than Korean-born multicultural adolescents. Second, with regard to social discrimination (friends, teachers, relatives, neighbors, and unknown people), multicultural adolescents with immigrant backgrounds experienced 'discrimination by teachers,' 'discrimination by relatives,' 'discrimination by neighbors,' and 'discrimination by unknown people' more frequently than Korean-born multicultural adolescents. By analyzing these differences, this study suggested directions for differentiated support policies and specific strategies for adjustment to life in Korea by multicultural family adolescents with different backgrounds.

Research on the influence of we-chat applet on improving user experience

  • Liu, Zi-Yang;Liao, Kai;Wang, Jun-Lin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.613-615
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    • 2020
  • As a service application developed for users, we-chat applets can be used without downloading and installation, which realizes the immediate response between offline enterprises and users, and more importantly, it provides users with a convenient platform to find products and improve the cost-effective channel for customers. Therefore, it is beneficial to improve the user experience in the future by studying how to use wechat applets Realize the long-term market competitiveness of enterprises.

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A Functional Matrix Approach to Pedagogical Enrichment of the Dispositional Core of Future Specialists' Experience of Social Interaction

  • Kovalenko, E.V.;Gubarenko, I.V.;Kovalenko, V.I.
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.255-259
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    • 2022
  • The new social reality emerging amid the global rise of communication links and integration processes acutely emphasizes the problems of communication in large and small social systems. The method of their communication becomes one of the keys to ensuring global security. It has become the mission of humanitarian education to prepare the younger generations for life in a changing world with no image of the future and increasing uncertainty. In psychological and pedagogical research, there is a growing scientific interest in the problems of interaction of the individual with the social environment. The mental trace of a person's practice in society shapes the experience of social interaction, which constitutes simultaneously the source, tool, and condition for the emergence and development of personality. The study outlines the methodological foundations for the study of individual experiences of social interaction. A hypothesis about the productivity of the functional matrix method is tested. Materials for the training of specialists in the humanities include interdisciplinary approaches to the study and transformation of the experience of social interaction and systematic methodology for the study of complex objects. Fundamental to the study is the systematic-dialectical method, and the matrix method is employed as the instrumental-technological method. The paper presents the results of a multidisciplinary overview of scientific literature concerning the essential characteristics and functions of social interaction and the respective experience. The overview points to the fragmented nature of scientific understanding of the elements of experience outside its integrity and systemic properties. Based on the formula "personality interacts with the social environment", the study presents an algorithm for the application of a systematic methodology for the study of complex objects, which made it possible to identify the system parameters of experience at three levels of cognition and develop the reference structural and functional matrices for the didactic system of its pedagogical enrichment.

Predicting Intention to Use the Internet Information Search and Shopping Apparel Among Korean Female Computer Users

  • Nam, Mi-Woo
    • International Journal of Human Ecology
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    • v.4 no.2
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    • pp.39-53
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    • 2003
  • This study was designed to provide a better understanding of Korean female Internet users' intention to search for information regarding apparel goods and to shop for these goods. Shopping orientation, familiarity, and prior purchase experience were seen as influencing the intention to use the Internet for information search. An important aspect in the search habits that a consumer adopts in gathering information for their buying decisions was Internet shopping attitude. The objective was to predict apparel shopping in terms of prior Internet shopping experience, familiarity, intention to search information via the Internet, and shopping orientation. Internet shopping attitude, familiarity, prior purchase experience, and intention to use to search information were significant in predicting Internet apparel shopping. The most important determinants which influenced Internet shopping were attitude toward Internet shopping and intention to search. In considering the results of the present study, one should recognize the inherent limitations associated with generalizing these findings beyond the sample and the consumer products examined which in this study were apparel goods. Also this study focused on female computer users only. Therefore, future research should utilize more broadly based samples and refine the instrument to distinguish among different apparel products. This study does provide some information that should be helpful to retailers targeting the women's online apparel market.

Co-operative Education at University of the Pacific and Its Assessment for ABET Accreditation of Mechanical Engineering Program

  • Lee, Chi-Wook;Weick, Brian
    • Journal of Engineering Education Research
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    • v.11 no.4
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    • pp.76-93
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    • 2008
  • Co-operative (Co-op) education is a college program that integrates classroom studies with paid, productive and real-life work experience. A mandatory Co-op program for the degree is introduced with a sample curriculum from the Mechanical Engineering program at University of the Pacific. The mandatory Co-op program requires a minimum of 7 months of work experience with the option of pursuing a 12 month program. Students also have the opportunity of participating in an Engineering Industry Fellowship (EIF) program or an International Engineering Co-op program (IECP). University of the Pacific has engineering programs in Bio-Engineering, Civil Engineering, Computer Engineering, Electrical Engineering, Engineering Management, Engineering Physics, and Mechanical Engineering. All the programs are ABET-accredited except the Bio-Engineering program, which is relatively new. The Co-op employers evaluate the Co-op students at the end of the working period before returning to school, and the students also provide an evaluation of their Co-op experience. Co-op employer evaluations of student work are used in ABET assessment methods developed by the Mechanical Engineering program at University of the Pacific.

A Research about Accounting Information System Quality and Educational Satisfaction (회계정보시스템 품질과 전산회계 교육의 만족도에 관한 연구)

  • Cho, Hyen Suk;Yang, Seong-Bok
    • Journal of the Korea society of information convergence
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    • v.6 no.2
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    • pp.61-66
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    • 2013
  • In this study, the accounting information systems and Satisfaction with computerized accounting education study. As the control variable, computer usage time and computer experience were used. To sum up the analysis result, Details of the quality of accounting information system, quality system quality, information quality, service quality, satisfaction of computerized accounting education was analyzed significant effect. Used to control variable, computer usage time. Computer usage time of the control variable in the system quality, information quality and significant impact on satisfaction. Computer experience of the control variable in the system quality, information quality and significant impact on satisfaction.

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