• 제목/요약/키워드: playability

검색결과 32건 처리시간 0.022초

Is a General Quality Model of Software Possible: Playability versus Usability?

  • Koh, Seokha;Jiang, Jialei
    • Journal of Information Technology Applications and Management
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    • 제27권2호
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    • pp.37-50
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    • 2020
  • This paper is very exploratory and addresses the issue 'Is a general quality model of software possible?'. If possible, how specific can/should it be?' ISO 25000 Series SQuaRE is generally regarded as a general quality model which can be applied to most kinds of software. Usability is one of the 8 characteristics of SQuaRE's Product Quality Model. It is the main issue associated with SQuaRE's Quality in Use Model too. it is the most important concept associated software quality since using is the only ultimate goal of software products. Playability, however, is generally regarded as a special type of usability, which can be applied to game software. This common idea contradicts with the idea that SQuaRE is valid for most kinds, at least many kinds, of software. The empirical evidences of this paper show that SQuaRE is too specific to be a general quality model of software.

Acceptance-Diffusion Strategies for Tablet-PCs: Focused on Acceptance Factors of Non-Users and Satisfaction Factors of Users

  • Kim, You-Jin;Sim, Jin-Bo
    • ETRI Journal
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    • 제34권2호
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    • pp.245-255
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    • 2012
  • Among emerging devices propelling the growth of mobile devices, smartphones and tablet-PCs are among the most recognizable. In this study, a research model is designed for exploring acceptance-diffusion strategies for tablet-PCs from the viewpoint of consumer perception, which is verified through a survey. The results of this study show that tablet-PCs have great potential to be versatile, multifunctional devices, even though they are currently considered mostly as entertainment-oriented rather than fulfilling the essential needs of everyday life. An analysis of the acceptance model for tablet-PCs revealed that playability, cost level, functionality, and complexity significantly affect user acceptance. An analysis of the diffusion model, on the other hand, showed that playability and user interface have a significant influence on satisfaction, trust, and positive behavioral intention. We also found that cost level is not a major hindrance in the market diffusion of tablet-PCs. The results of this study can be used to establish effective acceptance and diffusion strategies for tablet-PCs and other emerging devices.

Study on the Structural Causality of Social Network of Luxury Brands

  • LEE, Jae-Min
    • 웰빙융합연구
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    • 제5권2호
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    • pp.11-14
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    • 2022
  • Purpose: The purpose of this study is to investigate the structural causal relationship between the SNS marketing attributes of luxury brands on brand awareness, brand involvement, and brand attachment. Research design, data and methodology: To this end, a survey was conducted on 427 users of large Internet communities and SNS. The results of the empirical analysis are summarized as follows. Results: First, among SNS marketing attributes, information, reliability, and update had a significant positive (+) influence on purchase intention. Second, among SNS marketing attributes, informativity, interaction, playability, and update had a significant positive (+) influence on brand recognition. Reliability, interaction, and update had a significant positive (+) effect on brand involvement. In addition, in brand attachment, playability and up-to-dateness had a significant positive (+) influence. Conclusions: Looking at the causal relationship between brand attitudes, there was a significant positive influence on brand involvement, and a significant positive influence on brand involvement, but the effect of brand awareness on brand attachment was not significant.

What Should Using a Software Product and Usability of the Software Product Be?

  • Koh, Seokha;Jiang, Jialei
    • Journal of Information Technology Applications and Management
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    • 제24권3호
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    • pp.73-92
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    • 2017
  • Usability is one of the most important concepts regarding software quality. It can be interpreted as the goodness associated with using the software product. This paper distinguishes the goodness of an individual using experience and the goodness of a product for using. This paper proposes a software quality view model which classifies software quality views into two broad categories of end view and means view. End view includes long-term view and short-term view which is classified further into performer's view on software activity and third party's view on software activity. Means view includes intrinsic view and contingency view. The analysis of ISO 25000 Series SQuaRE demonstrates the necessity to decompose product quality model and quality in use model into five models corresponding to the software quality views respectively. The analysis on playability shows that the universal definition of usability may be an illusion. The results provide the theoretical basis to build a comprehensive and consistent body of knowledge regarding software quality, which is consisted with the set of quality models and the theories explaining the relationships among the elements of the models.

교사의 놀이성이 유아의 또래유능성에 미치는 영향: 교사-유아 간 상호작용의 매개효과 (Effects of Teachers' Playfulness on Child's Peer Competence: The Mediating Effects of Teacher-Child Interaction)

  • 이혜영;김유미
    • 한국보육지원학회지
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    • 제17권2호
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    • pp.121-142
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    • 2021
  • Objective: The purpose of this study is to examine the mediating effect of teacher-child emotional, verbal, and behavioral interactions on the relationship between teacher playfulness and children's peer abilities. Methods: The research method used the questionnaire method to collect data on 420 children aged 3-5 years old, targeting 108 homeroom teachers working at early childhood education institutions located in Seoul and Gyeonggi area. The collected data was analyzed using the IBM SPSS 23.0 statistical program and the PROCESS macro of Hayes (2013). Results: This study confirmed that teachers' verbal, emotional, and physical interactions are closely related to young children's peer competence. In addition, it was confirmed that the teacher's playability is an important variable that affects not only the emotional, verbal, and physical interactions between the teacher and the infant, but also the peer competence of young children. Conclusion/Implications: The results of this study have significance as basic data that suggests that it is necessary to improve the playability of teachers and increase the quality level of the multifaceted aspects of teacher-infant interaction in order to support young children's peer competence.

A Study on the Immersive Realities Between PC and VR Versions of <Resident Evil 4>

  • Mingke Lyu;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • 제11권4호
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    • pp.340-345
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    • 2023
  • In recent years, the rapid development of VR technology has secured its significant position in the gaming industry. This paper selects the PC and VR versions of Resident Evil 4 as the research objects, aiming to compare the similarities and differences between these two platforms. Through this comparative study, it is evident that the PC version of the game offers most players an excellent gaming control experience through precise and flexible operations. On the other hand, the VR version not only achieves immersive gameplay through virtual reality technology but also delivers more impressive visual effects to players. However, in comparison to the traditional PC version, the VR version incurs higher development costs, necessitating the production team to invest more resources to optimize the gaming experience and strike a better balance between immersion and playability. In conclusion, this study provides a valuable reference for game developers, assisting them in meeting the diverse needs of player groups and enhancing game playability and user satisfaction.

DVD 재생계 SKEW DISC 재생 성능에 관한 연구 (THE STUDY FOR SKEW DISC PLAYABILITY IMPROVEMENT)

  • 박찬후
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2007년도 제38회 하계학술대회
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    • pp.316-316
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    • 2007
  • DISC의 물리적 SPEC은 FLAT하나 실제 시장에 유통 되고 있는 디스크들은 대부분 그러하지 못하다. 특히 그중 SKEW DISC가 가장 많은 비중을 차지하여 이에 대한 재생 능력이 광 DISC 재생계 SERVO 성능을 판단하는데 중요한 척도로 자리 매김 하였다. SKEW DISC의 재생 능력을 향상시키는 방법은 광학계에 의한 향상, TILT SERVO에 의한 향상, TRACKING SERVO 보상 알고리즘에 의한 향상 등 여러 가지 방법이 있겠으나 몬 논문에서는 세 번째 방법에 대하여 논하였다.

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Failing the Game Quests in James Joyce's "Araby"

  • Jang, Sungjin
    • 영어영문학
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    • 제64권3호
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    • pp.403-414
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    • 2018
  • This paper suggests a different reading of James Joyce's "Araby" by offering the video game as a lens through which we can reimagine the story. Understanding the unnamed boy's journey to the Araby bazaar as a fetch quest, this paper focuses on the boy's failure to complete this quest. As soon as the boy promises Mangan's sister something from Araby, his fetch quest begins. In order to complete the quest, the boy must successfully perform three sub-quests: get money from his uncle as early as he can, get on the train for the Araby bazaar on time, and pass through the sixpenny entrance at the bazaar. However, because his uncle comes home late, the boy fails to get the money early, and that sets off the subsequent failures. The boy then takes the train late and arrives at the bazaar so late that he feels he must go through any entrance. So he walks through the adult entrance by mistake. As a result, he does not have enough money to buy a gift, failing the larger quest. But, regardless of this failure, the boy can try these quests as many as he wants until he finally succeeds in completing them. But no matter how the boy tries to accomplish these subquests, he is doomed to fail them because he cannot make his uncle come home early. The more he tries his quest, the more bitterly he realizes that he will ultimately fail. In this respect, the boy's "anguish and anger" should be understood as his epiphany: the re-playability of the game is possible, but all the replays lead to the same failure: losing the game. In this regard, reading Joyce's "Araby" is much like playing a video game.

숙박상품 구매자의 구매결정요인이 구매의도에 미치는 영향 -소셜커머스와 홈쇼핑의 비교분석- (Effects of determinants of purchasing accommodation products on purchase intention -social commerce and home shopping-)

  • 최동희
    • 디지털융복합연구
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    • 제20권5호
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    • pp.337-343
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    • 2022
  • 본 연구는 숙박상품 구매자의 구매결정요인이 구매의도에 미치는 영향과 구매결정요인과 구매의도 영향관계에서 소셜커머스와 TV홈쇼핑에 따라 차이가 있는지를 알아보고자 하였다. 2022년 3월 7일부터 3월 26일까지 20일간 설문조사를 실시하였고, 205부를 실증분석에 이용하였다. 분석결과, 구매결정요인은 신뢰성, 유희성, 편리성, 경제성 4개 요인으로 구분되었다. 분석결과는 구매결정요인이 유희성, 신뢰성, 경제성, 편리성의 순으로 구매의도에 영향을 미쳤고, 소셜커머스는 신뢰성, 홈쇼핑은 유희성이 구매의도에 가장 큰 영향을 미치는 것으로 나타났다. 소셜커머스는 제공되는 상품정보를 바탕으로 한 설득력에, 홈쇼핑은 얼마나 생동감 있고 즐겨운 방송영상을 만들어 내는지에 대한 고려가 중요하리라 생각된다.

The Actuator for High-Speed CD/DVD Rewritable System

  • Song, Byung-Youn;Jang, Dae-Jong;Nam, Do-Sun;Shin, Kyung-Sik;Seong, Pyong-Yong;Lee, Ju-Hyung
    • 한국소음진동공학회:학술대회논문집
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    • 한국소음진동공학회 2002년도 춘계학술대회논문집
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    • pp.378-380
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    • 2002
  • There has been lower the tilt margin by the increase of coma aberration due to the reduction of wave-length and the increase of numerical aperture for high density recording. The RF signal degradation is increased as the decrease of tilt margin. To compensate the tilt margin, the optical pick-up actuator for high-speed CD/DVD re-writable system should be able to drive the radial-tilt motion. We announce that the 3-axis drive actuator for high-speed CD/DVD rewritable system. And what was more, the DC/AC sensitivities of this actuator are suitable fur the low-speed playability, the high-speed readability and the high-speed rewritability.

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