• Title/Summary/Keyword: interaction design

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Research Trends in the Service Quality of Korean Restaurants - Centering on the Researches in Academic Journals from 2000 to 2008 - (국내 한식당의 서비스 품질과 관련된 연구 논문의 경향 분석 - 2000~2008년 학술지에 수록된 연구를 중심으로 -)

  • Jung, Hyo-Sun;Song, Min-Kyung;Lee, Sun-Lyung;Yoon, Hye-Hyun
    • Culinary science and hospitality research
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    • v.15 no.3
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    • pp.356-372
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    • 2009
  • The purpose of this study is to study academic tendency in the researches on the service quality of Korean restaurants by analyzing the studies related to the service quality of Korean restaurants. As a result of this study, the studies related to the service quality of Korean restaurants, included in 7 academic journals selected, are totally 26 articles. Among them, there are 14 researches targeting medium-large size Korean restaurants with more than 100 seats. In the methodological aspect, the scales, which were used most frequently in measuring the service quality of Korean restaurants, were indicated to be SERVQUAL in Parasuraman et al.(1988), DINESERV in Stevens et al.(1995) and Brady & Cronin(2001)'s scale. Also, as a result of examining the tendency of researches related to the service quality in Korean restaurants in the contextual aspect, the interaction quality between employees and customers out of customers' perceived service quality was surveyed to have greater influence upon customers' behavioral reaction than the physical quality or technical quality. Consequently, in order to conduct an institutional research through examining the service quality in Korean restaurants, understanding the customers' perceived service quality needs to be implemented preferentially with a systematically verified scale. Moreover, such researches on the service quality of Korean restaurants appear to focus on specific subjects. Thus, in order to escape from this tendency, it is necessary to explore creative research subjects and design diversely and scientifically analytical methods.

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A Study on Production Pipeline for Third Person Virtual Reality Contents Based on Hand Interface (손 인터페이스 기반 3인칭 가상현실 콘텐츠 제작 공정에 관한 연구)

  • Jeon, Changyu;Kim, Mingyu;Lee, Jiwon;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.9-17
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    • 2017
  • This study proposes a third-person virtual reality content production pipeline to provide users with a new experience and presence in a new virtual reality environment. For this purpose, we first create third-person virtual reality content, which includes a story, fun factors, and game characteristic. It consists of a tutorial scene in which a user can pre-learn the proposed interface suitable for a third person different from existing virtual reality content and a content scene that achieves its purpose by using game factors based on the background story. Next, we design an interface suitable for the third-person virtual reality content. This study proposes an interface in which users can interact with a virtual environment or object by using their hand. The proposed interface consists of three steps: character movement, virtual object selection with multiple selection, and 3D menu control using virtual space. Finally, through the survey experiment, third-person virtual reality content produced based on the proposed interface was confirmed to be easily controlled while ensuring high satisfaction.

A Study on the Determinants of Private Long-Term Care Insurance and First Home Care Use in the United States: Using Discrete Time Model (미국의 민간장기요양보험 가입과 재가요양서비스 이용의 결정요인에 관한 연구: 이산시간모델을 사용하여)

  • Kim, So-Yun;Hong, Gong-Soog;Montalto, Catherine P.
    • Survey Research
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    • v.11 no.2
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    • pp.97-121
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    • 2010
  • Using the 1998-2004 Health and Retirement Study(HRS), this study explored the determinants of private long-term care insurance(LTCI) ownership and the first home care use. To account for the interaction between LTCI purchase and home care use, this study used two-period utility model as theoretical framework. Discrete time model was used as an empirical model to incorporate the time-dependent feature of LTCI ownership. And this study accounted for the endogeneity of LTCI ownership and home care use by employing full information maximum likelihood estimation. This study indicated insignificant effects of private LTCI ownership and Medicaid eligibility on the home care use. Also, the effects of income and assets on home care utilization were negligible. Those who have poor health condition and who do not have potential informal caregivers were more likely to use home care. For private LTCI ownership, income and assets have positive relationship with LTCI purchase, and poor health status and age were negatively related to LTCI purchase. The elderly living with children and those who have more siblings were less likely to have private LTCI, and those who lived with spouses with no children were more likely to buy private LTCI. Based on the findings, this study provides implications to design long-term care(LTC) policies in the U.S. and to develop LTC planning education programs.

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Antecedents and it's Consequence of Local Consumers Trust in MNC's Product: The Moderating Effect of Global Corporate Citizenship (다국적기업 제품신뢰의 선행요인과 성과: 글로벌 기업시민주의의 조절효과)

  • Hong, Song-Hon
    • International Commerce and Information Review
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    • v.16 no.3
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    • pp.357-380
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    • 2014
  • Buyers' Trust in suppliers is critical in all commerce, but particularly in the relationship between foreign provider and local consumer due to the liability of foreignness. This study examines (1)how local consumers trust in the product of MNCs is affected by their perceptions of the product attributes, (2)does the product trust affects customers loyalty, and (3)whether Global Corporate Citizenship moderates the relationship between the product attributes and trust. Based on previous researches, hypotheses are formulated and the statistical method used to test them was a moderated regression analysis using SPSS 20. 330 respondents from the university student group in Korea were used for this analysis. The results of this study are follows: Service communication and product perceptions such as quality, technological newness, design, and brand value have a significant effect on the product trust. The Effectiveness of product-related service communication had greater than that of the physical characteristics of product. But, price fairness is not significantly. The trust then has a positive relation to customers loyalty. When global corporate citizenship as the moderating role is introduced into the model, the interaction terms with 'price fairness' are verified to be significant. Therefore, global corporate citizenship moderates the relationship between price fairness and product trust. The results of the empirical study provide important implications for Korean firms operating in foreign markets. But, the findings are limited to the University students and to manufacturing sectors. Thus, the generalization of the results of this research remains limited.

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Design and implementation of an Intelligent Tutoring System for Mobile English Learning (모바일 영어 학습을 위한 지능형 교육 시스템의 설계 및 구현)

  • Lee, Young-Seok;Cho, Jung-Won;Choi, Byung-Uk
    • The KIPS Transactions:PartA
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    • v.10A no.5
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    • pp.539-550
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    • 2003
  • As the service of mobile internet has been expended, student users are increase. The computers have been widely used in a education field as the teaching tool by improvement of the multimedia contents processing and user interface. The English learning using the computers in the restricted education environment provides motivations and effective learning to learners, but still have some problem such as teaching and evaluating without consideration for differences of individual levels. In order to solve the problems and take the advantages, we propose the intelligent tutoring system for english learning with mobile technology. Overcoming limitations of the mobile environment and using proper treacher's roles,. We have applied the conventional estimation method of the intellectual learner level for students. Also, we have proposed the diagnostic function in order to determine the method of teaching-learing and item disposition that each leaner prefers. Then we have designed and implemented the expert module, providing the feedback for teaching, of the intelligent turoring system for mobile english learning. This system will be able to support the interaction between teachers and students and replace some roles of teacher in the mobile english learning.

Design and Experiments of Pneumatic Tactile Display for Haptic Interaction (햅틱 인터렉션을 위한 공기촉감 제시장치의 개발 및 실험 - 손끝 부착 형 공기촉감 제시장치의 개발 및 심리 물리학적 실험 -)

  • Kim, Yeong-Mi;Oakley, Ian;Ryu, Je-Ha
    • Journal of the HCI Society of Korea
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    • v.1 no.2
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    • pp.19-26
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    • 2006
  • This paper presents a novel pneumatic tactile display that can deliver some useful information. The air-jet display forms 5 by 5 arrays and features air nozzles with an external diameter of 2.4mm and internal diameter of 1.5 mm. In comparison with other tactile displays such as vibrotactile, there is little concrete psychophysical data relating to pneumatic displays, a fact which hinders their adoption. This paper addresses this challenge, and presents brief psychophysical studies examining localization rate, the two point threshold, stimulus intensity and the temporal threshold of cues produced by pneumatic air jets. Two groups of subjects were used in these studies, subsequently termed groups A and B. Both were comprised of eight participants. In the case of localization study we obtained 58.13% and 85.9% of localization rates each for dense display and sparse display. Two-points threshold test showed the length of gap between two air-jet stimuli which subjects can detect. However, it was formidable to find out precise temporal resolution of PTI owing to the limitation of capability of the pneumatic valves. Lastly, the results of stimulus intensity study suggest that by varying the size of a pneumatically created tactile stimulus, we can effectively vary its perceived magnitude.

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Damage Assessment of Adjacent Structures due to Tunnel Excavation in Urban Areas (II) - Focused on the Variations of Building Stiffness Ratio - (도심지 터널 굴착에 따른 인접구조물의 손상평가에 관한 연구 (II) - 지상 건물의 강성비 변화를 중심으로 -)

  • 김창용;배규진;문현구;박치현;오명렬
    • Journal of the Korean Geotechnical Society
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    • v.15 no.5
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    • pp.81-98
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    • 1999
  • The influence of tunnelling on buildings has become an important issue in urban areas. The problem is an interactive one: not only do tunnelling settlements affect existing structures, but existing structures affect tunnel-induced soil movements. In order to examine the constraint of surface settlement and the degradation of building damage parameters, 3-dimensional elasto-plastic finite element analyses are peformed. Also, in this paper, the results of the parametric studies for the variations of the damage parameters due to the ground movements are presented by utilizing 2-dimensional elasto-plastic finite element models, totally 162 models. The width of a structure, its bending and axial stiffness, its position relative to the tunnel and the depth of tunnel are considered. The interaction is shown by reference to commonly-used building damage parameters, namely angular distortion, deflection ratio, maximum building settlements, maximum differential settlements and horizontal strain. By introducing relative stiffness parameters which combine the bending and axial stiffness of the structure with its width and stiffness of soil, design curves are established. These give a guide as to the likely modification of the greenfield settlement trough caused by a surface structure. They can be used to give initial estimates of likely building damage.

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Desigining a Feedback for Exercises Using a Wearable Device (웨어러블 디바이스를 활용한 운동 중 피드백 방식 연구 - 근력 운동에 대한 멀티 모달 피드백 적용을 중심으로 -)

  • Yoo, Hyunjin;Maeng, Wookjae;Lee, Joongseek
    • Journal of the HCI Society of Korea
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    • v.11 no.3
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    • pp.23-30
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    • 2016
  • The landscape of the current fitness trackers is not only limited to the aerobic exercises but also the weight training is comparatively excluded. Recently, a few weight training fitness tracker was released, human-computer interaction was not well designed due to the lack of considering the context. Because body movement would be intense while doing exercises, having exercise performers hold or operate a device makes a negative experience. As the wearable device is always inseparable to body, it could provide effective feedback because holding or operating a device is not necessary. Therefore, this study aims to make the exercise performers feel a natural feedback through the wearable device to do effective exercises. As a result, this study identified three findings. First, the information which exercise performers most needed was 'during exercise.' and the most necessary information for exercise performers through wearable device's sensory feedback was about 'pace control' with counting and motivation. Second, the order of the most preferred presentation type of sensory feedback was auditory feedback, haptic feedback and visual feedback. Third, the satisfaction, utility, usefulness score of sensory feedback as same as the personal trainer's feedback. In conclusion, this study illustrated the feedback design implications using a wearable device while doing weight training and the possibilities that wearable device could be substitute for personal trainer.

Flexural-Shear Behavior of Beam Members according to the Spacing of Stirrups and Tension Steel Ratio (스터럽간격과 인장철근비에 따른 고강도 콘크리트 보의 파괴거동)

  • Park, Hoon-Gyu;An, Young-Ki;Jang, Il-Young;Choi, Goh-Il
    • Journal of the Korea Concrete Institute
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    • v.15 no.4
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    • pp.513-521
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    • 2003
  • Existing tests results have shown that confining the concrete compression region with closed stirrups improves the ductility and load-carrying capacity of beams. However, only few researchers have attempted to utilize the beneficial effects of the presence of these stirrups in design. This paper presents the result of experimental studies on the load-deflection behavior and the strengthening effect of laterally confined structural high-strength concrete beam members in which confinement stirrups have been introduced into the compression regions. Fifteen tests were conducted on full-scale beam specimens having concrete compressive strength of 41 MPa and 61 MPa. Different spacing of stirrups(0.25∼1.0d) and amount of tension steel($0.55{\sim}0.7{\rho}_b$) as major variables were investigated. And also, this study present an appropriate shear equation for decision of ultimate failure modes of high-strength concrete beams according to stirrup spacing. The equation is based on interaction between shear strength and displacement ductility. Prediction of failure mode from presented method and comparison with test results are also presenteded

Design and Implementation of Mobile Vision-based Augmented Galaga using Real Objects (실제 물체를 이용한 모바일 비전 기술 기반의 실감형 갤러그의 설계 및 구현)

  • Park, An-Jin;Yang, Jong-Yeol;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.85-96
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    • 2008
  • Recently, research on augmented games as a new game genre has attracted a lot of attention. An augmented game overlaps virtual objects in an augmented reality(AR) environment, allowing game players to interact with the AR environment through manipulating real and virtual objects. However, it is difficult to release existing augmented games to ordinary game players, as the games generally use very expensive and inconvenient 'backpack' systems: To solve this problem, several augmented games have been proposed using mobile devices equipped with cameras, but it can be only enjoyed at a previously-installed location, as a ‘color marker' or 'pattern marker’ is used to overlap the virtual object with the real environment. Accordingly, this paper introduces an augmented game, called augmented galaga based on traditional well-known galaga, executed on mobile devices to make game players experience the game without any economic burdens. Augmented galaga uses real object in real environments, and uses scale-invariant features(SIFT), and Euclidean distance to recognize the real objects. The virtural aliens are randomly appeared around the specific objects, several specific objects are used to improve the interest aspect, andgame players attack the virtual aliens by moving the mobile devices towards specific objects and clicking a button of mobile devices. As a result, we expect that augmented galaga provides an exciting experience without any economic burdens for players based on the game paradigm, where the user interacts with both the physical world captured by a mobile camera and the virtual aliens automatically generated by a mobile devices.

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