• Title/Summary/Keyword: portal sites' preference

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Design and implementation of User Interface for Elementary School Students (초등학생을 위한 사용자 인터페이스의 설계 및 구현)

  • Lee, Yeong-Wha;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.11 no.1
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    • pp.119-130
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    • 2007
  • Although online education has many advantages such as providing huge information and overcoming time and space limit over the traditional education, its effects may not be good unless proper user interface is not provided. Only well-designed interface can allow students to learn correct information quickly and study creatively and actively. The purpose of this study is to design and implement user interface suitable for elementary school students. In this study, in order to design proper user interface for elementary school students, factors affecting human-computer interaction have been analyzed and adopted. Also, design and structure of existing educational portal sites are analyzed so that the most common design elements are adopted. Finally, extensive survey is carried out in order to examine preference and navigation style of elementary school students and teachers. The survey results are reflected on the design principles of this work.

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A Study on the Aesthetic Motive in e-Card Design (e카드 디자인의 미적 동인에 대한 연구)

  • 박성완
    • Archives of design research
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    • v.16 no.3
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    • pp.401-410
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    • 2003
  • With increase of internet users, usage frequency of e-mail card is growing up. In addition to advantage of delivering message in real-time, e-mail card contains words, animation and sound. So users can enjoy it's multiple characters. For these reasons, there is a shift in preference from traditional card to e-mail card especially in young age. In character portal sites sewing users with e-mail card it is regarded as useful media for character promotion. After bizarre rabbit 'Mashimaro' wins a great success as Flash animation, Flash card has been treated as an important media in character business. As the study on the aesthetic motive in Flash card, this thesis analyzes what is the meaning existing in characteristic expression of Flash card and proposes that the meaning is related to tension reduction from the viewpoint of entropy principle. We can summarize that contents of animation are based on striving toward simplicity and expressions of animation are based on catabolism. Both lead to pleasure of tension reduction. We can draw conclusion that pleasure of tension reduction becomes one of major factors of the aesthetic motive felt in Flash card.

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Millennial Generation's Mobile News Consumption and the Impact of Social Media (밀레니얼세대의 모바일 뉴스소비와 소셜미디어의 영향)

  • Seol, Jinah
    • Journal of Internet Computing and Services
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    • v.19 no.4
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    • pp.123-133
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    • 2018
  • This paper examined how the millennial generation consumes mobile news through social networking sites with regards to user patterns, preference topics and news values, and whether news topics and news values may influence their overall mobile SNS news consumption and interactivity. The findings show that more than 2/3 of respondents consumed mobile SNS news at least once everyday for 30minutes to one-hour. Male millennials tended to use Facebook and Kakao-talk more than female. While the portal site was the most accessed channel for consuming mobile news, SNS was the second, more than the combined use of national daily papers, TV, and internet newspapers. The respondents' demographic characteristics and news topics also affect the form and degree of news interactivity. With regards to their preferences and prioritization of news values, millennials tend to perceive 'impact' and 'usefulness' as being most important, despite the differences of their demographic characteristics. They also preferred those news values most. There were significant differences in terms of preferred news topics according to the demographics' characteristics.

A Study on Naver and Google's Eventful Brand Experience Design (네이버와 구글의 이벤트성 브랜드 경험 디자인에 관한 연구)

  • Jeong, Yeong-Gyeong;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.355-361
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    • 2019
  • The purpose of this study is to analyze how brands are perceived to be most positive when they are presented to users in brand experience design, and to help them communicate more effectively. Originally, brands changed their logos periodically with the aim of communicating anniversaries. These days, not only this information but also emotional communication with users. As a research method, two major portal sites were selected for use in Korea, and a preference survey and in-depth interview were conducted based on the case of the event logos. From the results of the study, we were able to obtain results that the event logos act as a more positive factor when they provide users with various emotional motivations. In the future, we anticipate that users will be given higher value if they have a design approach that will elicit more diverse emotions from the brand experience.

User Perceptions of a Digital Archive for Content Creation: Focused on the Korea Creative Content Agency (KOCCA)'s 'Culturing' (창작 목적 디지털 아카이브 콘텐츠 활용에 대한 이용자 인식 연구 - 한국콘텐츠진흥원 컬처링(Culturing) 웹 사이트를 중심으로 -)

  • Park, Yong Min;Kim, Yang-woo
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.1
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    • pp.285-310
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    • 2020
  • A significant number of studies have been conducted on user perceptions of archive and record contents for the National Archives of Korea (NAK) and local record centers in the field of archives and records management in Korea. Yet, there has not been such a research on the use of digital archive contents designed for contents creation. Accordingly, this study investigated user perceptions of the use of the contents on the Korea Creative Content Agency (KOCCA)'s Culturing archive designed for creation purposes. A survey was conducted, examining the user's degree of interests, the expected user preference of the use and the expected extent of help by the contents of the archive. For the analyses of the survey data, this study performed one-way ANOVA for the comparative analyses of the means related to the subjects' general characteristics and the perceptions, along with cross-tabulation analyses for the association among the same items and nominal variables related to perceptions. On the basis of these analyses, this study suggests the following: ① to supplement the contents of the archive; ② to design customized interfaces and to enhance the readability; ③ to reinforce site PRs for large portal sites and creators' groups.

A Study on the Reproducibility of 3D Shape Model of Garden Cultural Heritage using Photogrammetry with SNS Photographs - Focused on Soswaewon Garden, Damyang(Scenic Site No.40) - (SNS 사진과 사진측량을 이용한 정원유산의 3차원 형상 재현 가능성 연구 - 명승 제40호 담양 소쇄원(潭陽 瀟灑園)을 대상으로 -)

  • Kim, Choong-Sik;Lee, Sang-Ha
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.36 no.4
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    • pp.94-104
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    • 2018
  • This study examined photogrammetric reconstruction techniques that can measure the original form of a cultural property utilizing photographs taken in the past. During the research process, photographs taken in the past as well as photograph on the internet of Soswaewon Garden in Damyang(scenic site 40) were collected and utilized. The landscaping structures of Maedae, Aiyangdan, Ogokmun Wall, and Yakjak and natural scenery Gwangseok, of which photographs can be taken from any 360 degree direction from a close distance or a far distance without any barriers in the way, were selected and tested for the possibility of reproducing three-dimensional shapes. The photography method of 151 landscape photographs (58.6%) from internet portal sites for the aforementioned five landscape subjects containing information on the date the photograph was taken, focal length, and exposure were analyzed. As a result of the analysis, it was revealed that the majority of the photographs tend to focus on important parts of each subject. In addition, we discovered that there are two or three photography methods that internet users preferred in regards to each landscape subject. For the purposes of the experiment, photographs in which a single scene consistently appears for each landscape subject and it was determined that there was a high level of preference related to the photography method were analyzed, and three-dimensional mesh shape model was produced with a photoscan program to analyze the reproducibility of three-dimensional shapes. Based on the results of the reproduction, it was relatively possible to reproduce three-dimensional shapes for artifacts such as Ogukmun wall, Maedae, and Aeyangdan, but it was impossible to reproduce three-dimensional images for natural scenery or an object that has similar texture such as Yakjak and Gwangseok. As a result of experimentation related to the reconstruction of three-dimensional shapes with the photographs taken on site using a photography method similar to that of the photographs selected as previously mentioned, there was success related to reproducing the three-dimensional shapes of Yakjak and Gwangseok, of which it was not possible to do so through the photographs that had been collected previously. In addition, through comparison of past and present images, it was possible to measure the exact sizes as well as discover any changes that have taken place. If past photographs taken by tourists or landscape architects of cultural properties can be obtained, the three-dimensional shapes from a particular period of time can be reproduced. If this technology becomes widespread, it will increase the level of accuracy and reliability in regards to measuring the past shapes of cultural landscape properties and examining any changes to the properties.