• Title/Summary/Keyword: usage experience

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Bubble Popping Augmented Reality System Using a Vibro-Tactile Haptic Mouse (진동촉각 햅틱 마우스 기반 버블포핑 증강현실 시스템)

  • Jung, Da-Un;Lee, Woo-Keun;Jang, Seong-Eun;Kim, Man-Bae
    • Journal of Broadcast Engineering
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    • v.15 no.6
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    • pp.715-722
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    • 2010
  • As one of applications in augmented realities, this paper presents a bubble popping system utilizing a haptic vibro-tactile mouse. In this system, virtual bubbles randomly float in the 3D space. By using the vibro-tactile mouse grabbed by a user, the bubbles are popped when they are touched by the mouse in the 3D space. Then a bubble popping effect with addition mouse vibration is delivered to the user's hand through the mouse. The proposed system is developed on ARToolkit environment. Therefore, basic components such as a camera and a marker pattern are required. The systems is composed of a vibro-haptic mouse, a webcam, a marker pattern, a graphic bubble object, and graphic mouse. Mouse vibration as well as bubble fade-out effect is delivered. Therefore, the combination of visual and tactile bubble popping effects outperforms the usage of a single effect in the experience of augmented reality.

An analysis of consumer choice between the Internet and TV home shopping channels (인터넷 및 TV 홈쇼핑 채널 간의 소비자 선호 결정 요인)

  • Lee, Gwang-Hoon
    • Journal of Distribution Research
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    • v.12 no.4
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    • pp.27-47
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    • 2007
  • Using survey data and the Heckit model that adequately controls the sample selection bias, we analyze shoppers expenditure through two major emerging shopping channels: Internet shopping and TV home shopping channels. Age, Internet experience, daily Internet usage, the number of computers are factors that affect the ratio of consumers' expenditure through Internet shopping relative to the expenditure through TV home shopping. Shopping frequency which represents the shoppers' incentives to reduce transaction costs also has a positive effect on the proportion of shoppers' expenditure through the Internet shopping. Shoppers' perceptions of convenience, reliability, speed, and diversity are also shown to affect shoppers' relative expenditure ratio through Internet shopping. In contrast, shoppers' perception of prices does not seem to affect their purchasing behavior.

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A Computer Algorithm for the evaluation of elements in Face Stimulus Assessment (얼굴자극검사의 평가를 위한 컴퓨터 알고리즘)

  • Kim, Jong-Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.6
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    • pp.1961-1968
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    • 2010
  • The Face Stimulus Assessment is an efficient projective drawing test developed by Betts. This paper categorizes scales which Betts suggested into the following five groups: accuracy of painting, color fit, perception of shape, precision of drawing, and space usage. In this paper, a computer algorithm which objectively evaluates these five scales is suggested. The proposed algorithm defines the areas of the lip, eyes, hair, etc. which take on significant roles in the evaluation of the FSA and based on these factors, it calculates the grade of each scale through the main color and color ratio. The consistency of evaluations between the computer algorithm and the art therapist is measured by the Quadratic Weighted Kappa. By providing objectivity and consistency, the computer algorithm is expected to solve the problem of uncertainty found in art therapists' evaluations of projective drawing tests caused by their subjective judgment, experience, and intuition.

Value Articulation Strategy of Media and Content Company: Mainly Focused on Iconix's Animation 'Pororo' Case (미디어 콘텐츠 기업의 무형자산 중심 지식재산 가치 연결 전략: 아이코닉스 애니메이션 뽀로로에 대한 탐색적 사례연구)

  • Ko, Young-Hee;Lee, Seo-Hyun
    • Knowledge Management Research
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    • v.17 no.3
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    • pp.181-206
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    • 2016
  • Under the influence of growing popularity of "hallyu" (Korean wave), corporates that have copyrights such as music, movie, drama as their core competitiveness are showing continuing growth. In Addition, they built on contents are rapidly growing, interests in protection and management of intellectual property rights linked to contents are growing. Global contents development corporates are making great efforts to create profits out of copyrights. They could utilize original contents to strengthen brand value use it to produce additional contents in current market. Also they take advantage of existing storyline of the contents and strong brand to explore new markets. This paper looks into Value articulation model by Professor James Conley and analyzed the firms that utilized intellectual property rights to extend the period of protection, strengthen their competitiveness and succeeded in breaking into new market by using the rights they possess. Also, this paper examines the usage of intellectual property rights and business expansion strategy of of Iconix, the Korean entertainment company, which gained tremendous popularity in last ten years using this model. In Value articulation model, Conley classifies the process of exploiting the portfolio of the single product's(or service's) intellectual property right for a period of time into three stages ; value transference, value translation, value transportation. Pororo's strategy of utilizing intellectual property right is suggestive to domestic entertainment companies. Under the influence of hallyu" (Korean wave), domestic contents such as movies, dramas and music are enjoying the high level of popularity recently not to mention animations. In reality, Korean entertainment companies who have no background or experience of Intellectual property rights are not creating enough added values compared to fast growing market. It is believed Iconix's intellectual property rights management strategy will suggest positive aspects to domestic companies. Moreover, I hope various intellectual property rights management strategies including Conley's value articulation are studied and they can make contributions to managing domestic entertainment companies.

Study on the Influence of VR Characteristics on User Satisfaction and Intention to Use Continuously -Focusing on VR Presence, User Characteristics, and VR Sickness- (VR 특성이 이용자 만족과 지속이용의도에 미치는 영향에 관한 연구 -VR 프레즌스, 이용자 특성, VR 멀미를 중심으로-)

  • Jang, Hyung-Jun;Kim, Kwang-Ho
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.420-431
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    • 2018
  • This study approaches the subject of satisfaction and persistent use intention based on presence based on virtual reality (VR). VR presence, user characteristic, and VR sickness, content satisfaction and system satisfaction, and continued use intention through this of 569 men and women commissioned by the survey agency were investigated. In the content of the study, the constituent factors of VR presence, an independent variable, were set as realism, immersion, and interaction. The user characteristics were set as the individual 's propensity to innovate, the degree of immersion, and the experience of using VR. VR Presence, User Characteristics, VR Sickness of Intention of Continuous Usage were set as research problems and models. Eight hypotheses were adopted in the analysis of the research problem applying the structural equation modeling (SEM) model. In conclusion, this study suggests that content satisfaction, which has the greatest influence on VR content satisfaction and persistent intention, is suggested.

A Study on the Factors Promoting the Use of Memory-based Emotion in Evaluating the Brand (상표평가에서 기억감정의 이용을 촉진하는 요인에 관한 연구)

  • Choi, Nak-Hwan;Na, Ji-Eun
    • Journal of Global Scholars of Marketing Science
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    • v.13
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    • pp.49-70
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    • 2004
  • Recently, consumer researchers have suggested that consumers evaluate brand by subjective memory-based-emotion which was formed by their experience. However, relatively little consumer research has been done to explore conditions under which memory-based-emotion is used in brand evaluation. Therefore, this study explored the conditions to facilitate usage of memory-based- emotion such as accessibility, representativeness, relevance of consumption goal, when consumers evaluate brand. In addition, we investigated the factors that influence responses of memory-based- emotion, such as similarity of encoding and retrieving condition and level of organization. The results of this study suggest that level of organization was positively related to accessibility and representativeness. But similarity of encoding and retrieving condition was not related to them. And accessibility, representativeness influence on use of memory-based-emotion in consumer brand evaluation. But relevance of consumption goal did not influence on use of memory-based-emotion in consumer brand evaluation.

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Impacts of Mobile Communications on the Space (휴대전화의 이용으로 인한 개인의 공간인식과 행태의 변화)

  • Hwang, Joo-Seong;Yoo, Ji-Yeon;Lee, Dong-Hoo
    • Korean journal of communication and information
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    • v.34
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    • pp.306-340
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    • 2006
  • Mobile communications is argued to reshape and activate the existing space by increasing 'mobile communicability en route' and 'real time interaction.' This study is designed to make an empirical analysis on how different the use of a cellular phone is in each different space. In this study, the space is divided into three distinct parts including the private, social and public space. First, spatial micro-coordination and experience of polysemy of place are widely observed in the use of a mobile phone in the private space. Secondly, it is found that a mobile phone contributes to extending the scope of social contacts which in turn compliments the existing social relationship. Moreover, a full-time intimate community that is connected via a mobile phone results in reshaping the social space. Lastly, the study shows that the usage pattern of a mobile phone varies depending on the type of public space. The technological development is envisaged to lead to more demand for the public space while facilitating the use of the public space.

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A Study on Recognition Analysis of Elementary School Teachers about Programming Education in Elementary Schools (초등학교 프로그래밍 교육에 대한 교사의 인식 분석)

  • Ham, Seong-Jin;Yang, Chang-Mo
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.53-58
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    • 2011
  • As we have entered into the 21st century knowledge and information society, the necessity of computer education has emerged and even its expectation is getting bigger. In spite of that, the present computer education neglects computer programming education which may be the basis of information, as understanding it only as the ability to utilize computer that deals with the usage of application program. Through the programming experience, students are likely tn understand abstract concepts on computer hardware, and to acquire knowledge needed tn solve problems given to them through computer. In this paper, on the basis of the significance and necessity in programming education, using a questionnaire, analyzed the necessity in programming education based upon responses of elementary school teachers to investigate the recognition analysis of elementary school teachers about programming education in elementary schools.

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A Study on factors affecting physician's acceptance of Electronic Health Record(EHR) System (의사들의 의료정보 시스템 수용도에 영향을 미치는 요인에 관한 연구)

  • Jung, Se-Young;Lee, Kee-Hyuck
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.6
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    • pp.117-125
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    • 2019
  • For successful EHR implementation, it is important to understand physicians's acceptance and attitude for EHR. This study aims to provide basic information for the overseas expansion of Korean EHR by studying Saudi Arabia's physicians' acceptance for the Korean EHR exported to Saudi Arabia. Except for physician autonomy and physician-patient relationship, Likert scales of physician involvement, adequate training, ease of use, usefulness, and attitude about EHR usage were over 3.5 points, which are relatively high. The Physicians' experience of Korean EHR may have influenced the EHR acceptance score. Based on the positive research results of this study, we can say that Korean EHR can be competitive in the overseas EHR business.

Getting Emotional about Quality: Questioning and Elaborating the Satisfaction Concept

  • Lilja, John;Wiklund, Hakan
    • International Journal of Quality Innovation
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    • v.6 no.3
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    • pp.38-55
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    • 2005
  • Consumption has generally become more fragmented, hedonic and individual specific, satisfying not only functional but also emotional needs. In parallel, customer satisfaction is now thought to be both a cognitive and affective response, and the closely related concept of job satisfaction is commonly seen as an emotional reaction. The reasoning within quality management does, however, still lean heavily toward cognitive judgements (i.e. performance ratings), the emotional component clearly being under explored. Further, performance variables have shown not to be significant in predicting satisfaction for certain 'experience products', the effect fully mediated by emotions. As a consequence a cognitive judgement based quality concept has lost its ability to predict satisfaction, which clearly contradicts with the modem quality definition, stressing quality as the ability to satisfy the customer. Emotions have however entered the quality discourse and it has been proposed that having customers that are merely feeling satisfied will not suffice. Instead, there has been a plethora of executive exhortations in the trade press calling on business to 'delight the customer'. Strategies for doing so have however usually been imprecise and unclear, and the different drivers of delight and satisfaction are not well explored. This paper aims to complement the previous cognitive dominance by exploring the multiple emotional responses involved in customer satisfaction. A conclusion being that we currently are measuring something, in terms of satisfied, that is more or less independent of what we aim for, in terms of delight. It is also most likely that - depending on the situation, product, and person - other positive and negative emotions are more important outcomes of purchase and usage than merely satisfaction. It is questioned whether a single, summary response such as satisfaction is feasible or even desirable.