• Title/Summary/Keyword: usage experience

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A Study on the Development of Intelligent Contents and Interactive Storytelling System (지능형콘텐츠 개발과 인터렉티브 스토리텔링 시스템 연구)

  • Lee, Eun Ryoung;Kim, Kio Chung
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.423-430
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    • 2013
  • The development of information technology introduced digital contents and Social Network Services(SNS), and allowed the virtual transaction and communication between users called "the experience knowledge" advanced from "the objective knowledge." This paper will analyze interactive storytelling system creating different types of stories on narrative genre about family history, personal history and so on. Through analysis on narrative interviews, direct observations, documentations and visual records, contents about CEO story, corporate story, family story and especially family history will be categorized into sampleDB and informationDB. Accumulated contents will allow the user to increase the value and usage of the contents through interactive storytelling system by restructuring the contents on family history. This research has developed writing tool data model using different digital contents such as texts, images and pictures to encourage open communications between first generations and third generations in Korea. Furthermore, researched about connected system on interactive storytelling creation device using various genre of family story that has been data based.

The Effectiveness of Jeju Island Mixed Reality Tourism Application: Focusing on the Moderating Role of Users' K-Culture Involvement

  • Yoo, Seungchul;Jung, Kwanghee;Nguyen, Vinh T.;Piscarac, Diana
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.116-128
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    • 2020
  • In this study, we introduce a multi-modal mixed reality (MR) application for advertising the main touristic landmarks on Jeju Island, and evaluate its effectiveness based on the Technology Acceptance Model (TAM) with a focus on the user's involvement in Korean culture (K-Culture). Specifically, we deployed several stimuli to enable users to retrieve information, visualize a variety of heritage content such as text, images, videos, virtual artifacts, and immerse in a VR environment to experience the heritage locations. The results of the online survey with 436 participants showed that for consumers with low K-Culture involvement, Perceived Usefulness and Perceived Ease-of-Use did not affect their Intention to Visit the island. Still, it had a significant impact on their Intention to Use the application. On the other hand, for the group with high K-Culture involvement, Perceived Usefulness had no effect on the Intention to Use and Intention to Visit. However, Perceived Ease-of-Use had a significant impact on their Intention to Use the application and Intention to Visit Jeju Island. Therefore, when user involvement in K-Culture is high, convenience of use has played a significant role in sensory media usage and the intention to visit, regardless of the usefulness of the mixed reality content. In contrast, users with low K-Culture involvement primarily focused on the functional aspects of the application. These findings open the path for follow-up studies on K-Culture involvement and immersive media tourism marketing, which will benefit digital tourism marketing and Korea's tourism industry.

Design and Implementation of XCAP Server (XCAP 서버 기능 설계 및 구현)

  • Hyun, Wook;Park, Sun-Ok;Lee, Il-Jin;Kang, Shin-Gak
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.571-574
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    • 2005
  • XCAP(XML Configuration Access Protocol) which has been proposed in IETF is based on both XML and HTTP protocol. XCAP server maintains user's configuration information for specific application which is described by XML. This protocol can be applied to many application servers for adapting user's preferences. There can be many way to interwork with other application servers. In this paper, we will talk about the experience of designing and implementation of XCAP server and the way of interwork with application servers.

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The Analysis of Everland Cast Costume in Accordance with Its Space (테마파크 공간에 따른 에버랜드 캐스트 의상 분석)

  • Jang, JiSun;Ha, Jisoo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.40 no.6
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    • pp.1085-1099
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    • 2016
  • This article is designed to establish fundamental design criterion for theme park cast costumes in accordance with play type and space. There is an understanding that theme parks act as a play space that is designed to meet diverse playing desires. To analyze cast costumes, the theme park - 'Everland' in South Korea as an example, area was divided into attraction space and non-attraction space. Attraction space is mainly for full-scale play content areas and the non-attraction space is to enforce the attraction space experience. Roger Caillois's play theory states that there are 4 play types; Illinx, Mimicry, $Ag{\hat{o}}n$, and Alea. All 4 play types were shown through attraction and Mimicry at non-attraction. Each cast costume was analyzed in terms of apparel design elements - silhouette, textile, color, detail, and props - related to play type facility and cast role. Criteria for theme park cast costume designs were suggested based on the results. Illinx cast members who fulfill a safety-checking role wear high chroma warm color costumes with the accent on details in bodice cutting lines, collar edges, pockets, buttons and decorative ornaments. A complementary contrast is also used. The guidance cast in Illinx may wear a suit in bright/vivid color. Mimicry guidance cast costumes show meticulous perfection in imitation with the figure in its space. From head to toe, color, textile, and silhouette - every detail and even props should match the character. $Ag{\hat{o}}n$ cast costumes are strictly limited in detail and decorative ornament usage as well as in color, since they are in charge of the management and operation of a competition. Alea cast's role is a self-demonstrator. Alea cast members should be a real tarot card reader. However, a manual should control their costumes. A total of 10 cast roles at a non-attraction space should be designed to show job patterns clearly in accordance with the whole theme at the park.

Conceptual Design of Crew Support System Based on Wireless Sensor Network and Power Line Communication for Cruise Ship (전력선통신(Power Line Communication) 기반 센서네트워크를 이용한 크루즈선 승무원 지원 시스템 개념연구)

  • Kang, Hee-Jin;Lee, Dong-Kon;Park, Beom-Jin;Paik, Bu-Geun;Cho, Seong-Rak
    • Journal of the Society of Naval Architects of Korea
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    • v.46 no.6
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    • pp.631-640
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    • 2009
  • The highest priority of the cruise trip is the safety and comfort of its passengers. Though the cruise lines take every appropriate measure to ensure that their Passengers are safe and experience enjoyable vacations it is hard to fulfill all passenger's personnel requirement with limited number of crews. Generally, each passenger is issued an identification card which contains their digital photo and personal identification information on a magnetic strip that he or she must present when entering or leaving the ship. This technology allows the ship to know which Passengers and crew members are on board and which are not. However, this system has some limitations of functions and usage. To support each passenger as his or her personal liking, additional number of crews or some kind of new system is needed. In this paper, the crew support system based on sensor network using wireless and wired communication technologies was studied. To design the system, PLC(Power Line Communication) system and ZigBee based passenger location recognition, classification system has studied experimentally. By using this system, crews can serve passengers more closely and personally with less effort.

A Study on User Satisfacation of Kiosk UI Design Elements on University Campus (대학 캠퍼스 키오스크 UI 디자인 요소의 사용자 만족도에 관한 연구)

  • Cai, XiaoJun.;Oh, Yong Kyun
    • Journal of Korea Multimedia Society
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    • v.24 no.10
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    • pp.1369-1379
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    • 2021
  • The post-corona era is having a major impact on university campus life, and campus cultural life has undergone drastic changes. In the process of adapting to this change. The existing face-to-face learning method is converted to non-face-to-face learning, and kiosks representing campus self-service are increasingly used. Subsequently, in order to match the characteristics of public places such as university campuses and provide better self-service, there are no related studies considering UI design elements of kiosks and characteristics of kiosks. This study conducted a survey on Chinese university students considering the characteristics and usability of university campus kiosks through user interface design elements in terms of design by considering previous studies. The purpose of this study is to examine the relationship between color, icon, typography, which are elements of kiosk interface design, and convenience, reliability, and usability, which are characteristics of a kiosk. In this study, the design elements and characteristics of the unmanned self-service system kiosk UI used by students at four universities in Korea and China were set as the scope of the study, and related documents were organized and surveyed in Korea and China. Case analysis and comparison method Through the kiosk usage characteristics of 4 universities were derived. The usability evaluation criteria use the five evaluation criteria suggested by the authority JacobNidsn. The usability evaluation criteria use the five evaluation criteria suggested by the authority JacobNidsn. The survey and analysis of this study were conducted for students who had experience using kiosks at two universities in China, and kiosk UI design elements were organized through survey and analysis of a total of 200 people.

The Effect of Fashion-Related SNS Usage Motivation on Consumers' Social Comparison and Purchase Behavior - Focused on Chinese Consumers - (패션관련 SNS 이용동기가 사회비교 및 패션제품 구매행동에 미치는 영향 - 중국소비자를 중심으로 -)

  • Rongxi, Sun;Park, Minjung
    • Fashion & Textile Research Journal
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    • v.23 no.2
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    • pp.186-199
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    • 2021
  • SNS (social networking service) plays an important role in delivering information regarding fashion brands and providing a space for communication between fashion retailers and SNS users, as well as between users. This study primarily focuses on exploring the relationships among the motivation of SNS users and social comparison, clothing purchasing behaviors and the difference in the relationships according to individual characteristics. An online survey was conducted on Chinese female consumers in their 20's and 30's who had experience in fashion SNS. A total of 297 women completed online survey. The results of the study revealed that: (1) consumers who have stronger motivation of information seeking and interpersonal communication through fashion SNS reached more active upward comparison and peer comparison accordingly; (2) upward comparison had a significant effect on conspicuous consumption and bandwagon, while peer comparison had no significant effect; and (3) the self-esteem of fashion SNS users significantly moderated the effect of social comparison on conspicuous consumption and conformity consumption. This study contributed to expanding the knowledge on the relationships among the motivations of SNS users and social comparison, and shed light on Chinese SNS users' characteristics and purchasing behaviors in the fashion SNS context. This study also provides vital implications to fashion brands and retailers.

The Extraction Process of Durative Persuasive System Design Characteristics for Healthcare-related Mobile Applications

  • Zhang, Chao;Wan, Lili
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.18-29
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    • 2019
  • In the field of Human-Computer Interaction design, persuasive design has gradually been applied to the system development and design process, especially for mobile application design. However, most mobile applications have hitherto a very short using lifecycle. Especially, design features with long-term persuasive effectiveness remain to be further researched and developed. In this study, we focused on investigating and identifying the durative persuasive design characteristics through a data mining process and evaluating the durative effectiveness through a long-term observation process. Total five hundred healthcare-related mobile applications were selected from Apple iTunes Store and a mixed method was conducted to extract the most common persuasive design characteristics. Based on the results of extraction, a representative healthcare-related mobile application was selected as experimental subject. Total one hundred and twenty participants were observed during a six-months experiment and the monitoring data of app usage of all participants was collected once a week. According to the evaluation model for behavior change identification process, participants with habit formation features were proved to have a significant long-term perception level for ten persuasive design characteristics. Further interview research was performed to investigate the participant's long-term perceptions on those characteristics for the purpose of identifying the durative persuasions. The results indicated that a long-term durative effectiveness can be observed and healthcare-related apps designed with those characteristics could have durative effectiveness. This study may contribute to the improvement of future mobile application designs in user experience and durative persuasion, as well as bringing future benefits for both mobile application developers and users.

A Study on the Relationship between Specialized Topics and Library Space Composition (특화주제와 도서관 공간구성의 관계에 관한 연구)

  • Kim, Yoon-Jeong;Noh, Younghee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.30 no.2
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    • pp.5-31
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    • 2019
  • As one of the challenges providing sufficient Social Overhead Capital (SOC), such as cultural and sports facilities, installing small libraries and remodeling old public libraries are crucial to provide local community a public space and specialized services. In order to achieve such objectives, those libraries need to designate special themes while operating and providing services. In this study, we sought to find the relationship between the specialized themes and the spatial composition of the library. For this purpose, we investigated the specialized themes, spaces, services, spatial composition of program, and external environment. Analysis results showed that those libraries need to coordinate various areas according to the respective themes as well as categorization for its specialization subjects in order to stimulate activities of the libraries and to increase the usage rates. In addition, we have identified that a variety of spaces, such as thematic experience zones, are needed to improve the libraries' performance.

The effect of information seeking style and news literacy of card news users on recommendation intention: Focused on Technology Acceptance Model (TAM) (카드뉴스 이용자의 정보추구성향과 뉴스 리터러시가 추천의도에 미치는 영향: 기술수용모델(TAM) 모델을 중심으로)

  • Choi, Myung-Il
    • Journal of the Korea Convergence Society
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    • v.10 no.1
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    • pp.141-148
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    • 2019
  • In this study, the Technology Acceptance Model (TAM) was applied to explore the process of using card news. Card news users are found to be active in searching and selecting appropriate news for themselves, information seeking style and news literacy were established as antecedent variables that can influence card news usage. A survey of 400 university students with experience of using card news was conducted. For statistical analysis, SEM was conducted. The analysis showed that information seeking style significantly affects perceived ease of use (PEU) and that news literacy influences neither PEU nor PU. PEU was found to have a significant effect on PU, and both PEU and PU had a significant effect on recommendation intention.