• Title/Summary/Keyword: user's experience

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Preceded Utterance Conversational Agent's Effect on User Experience with User's Task Performance and Conversational Agent's Self-Disclosure (선제 발화하는 대화형 에이전트가 사용자 경험에 미치는영향: 사용자 과제 수행과 대화형 에이전트의 자기노출을 중심으로)

  • Shin, Hyorim;Lee, Soyeon;Kang, Hyunmin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.565-576
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    • 2022
  • The scope and functions of a conversational agent are gradually expanding. In particular, research and technology development is being conducted on a conversational agent that can speak first without user calls. However, still in its early stages, there is a lack of research on how a preceded utterance conversational agent will affect users. Accordingly, this study conducted a 2×3 mixed design using the user's task performance condition and the agent's self-exposure as independent variables and measured Intimacy, Functional Satisfaction, Psychological Reactance, and Workload as dependent variables to identify the effects of preceded utterance conversational agent on user experience.

A Study on Analysis of User Behavior and Needs for Efficient Use of a Home Smart Mirror (홈 스마트 미러의 효율적 활용을 위한 사용자 행태 및 니즈 분석 연구)

  • Oh, Moonseok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.1
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    • pp.119-129
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    • 2016
  • Rapid changes to the paradigm of smart media have created a communication environment through merging with various media such as IoT technology, which is internet of things. Among them, user' need for a start home, which is one of people living conditions, has been growing and values of the communication environment in a living space using a smart mirror have been growing. However, studies on figuring out behavior and analyzing needs of family members who actually use the living space are insufficient. This study is to draw the service system of the home smart mirror by analysis of behavior and needs of users of the living space. For a research method for analysis of behavior of family members, I wrote two kinds of user's experience maps, which are frequency of use of a quantitative space of a living space and space's important value scales by persona study and depth interview. Through this, applied spaces of the home smart mirror (living room, bathroom, powder room, dress room, porch, kitchen, room) and the types of user needs (type of providing information, entertainment type, control type, service type) have been drawn and statistical analysis methodology has been utilized for a research of user preferences in regard to correlation between living spaces and types of user needs based on a survey. As a result of analysis of ages and gender, types of user needs by space have been drawn and the service system of the home smart mirror has been drawn. It would be utilized as a basic material for various contents development and design using the smart mirror in the future.

An Empirical Study on the Influence of Flow Experience of Mobile Contents on Repurchase Intention (모바일 콘텐츠 FLOW경험이 재 구매 의도에 미치는 영향에 관한 실증 연구)

  • Sun, Chang-Hoon;Moon, Tae-Soo
    • Journal of Digital Convergence
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    • v.9 no.4
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    • pp.131-141
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    • 2011
  • This study empirically analyze the relationship of user's repurchase intentions directly and indirectly as combining user acceptance and flow experience on mobile content services. 360 users who experienced mobile contents are intended for this study, and results of this study expect to contribute a strategic approach to the mobile content application markets and to help the industries related to mobile contents understand the consumer behavior.

Collaborative Information Seeking in Digital Libraries, Learning Styles, Users' Experience, and Task Complexity

  • Sangari, Mahmood;Zerehsaz, Mohammad
    • Journal of Information Science Theory and Practice
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    • v.8 no.4
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    • pp.55-66
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    • 2020
  • The purpose of this study is to examine the relationship between collaborative information seeking and users' learning style preferences and their experience of information systems. The study investigates the role of four different factors including learning style, task complexity, and user experience in collaborative information seeking in digital environments. Sixty participants (30 pairs) were randomly chosen from volunteer graduate students of Kharazmi University (Iran). Participants completed Kolb's learning style questionnaire and a user experience questionnaire and then performed two information seeking tasks (one simple and one difficult) in a lab setting. They could exchange information with their partners or a librarian using Skype. The sessions were recorded using Camtasia. The results showed that with an increase in task difficulty, collaborative information seeking activities increased and more interactions with partners and the librarian occurred. The number of executive help-seeking requests was higher than the number of instrumental help-seeking requests. This research confirms that learning style is related to the way users interact with the digital library and help seeking. The research showed that in difficult tasks, the differences among users with different learning styles become more evident, and that generally interactions increase in more difficult tasks. Among the learning styles, the accommodating style had the highest number of relationships with collaborative information seeking variables. Most of the statistically significant relationships between users' prior computer experience and collaborative information seeking variables were related to the time variable.

The Educational Games' UI Study from the Point of View of UX by Eye-tracking (UX관점에서 Eye-tracking을 이용한 교육용 게임 UI연구)

  • Shin, Won-Sub;Shin, Donghoon;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.211-224
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    • 2013
  • The purpose of this study was to find the effective way of composition in terms of UX(user experience) when configuring UI(user interface) of educational game by utilizing ET(eye-tracking). Experimental material was a game related to the middle school 'force and motion'. SMI (SensoMotoric Instruments)' iView X TM RED was used in order to collect eye movement data. The results of this study was as follows. First, the lead element for fast visual attention should be placed in the center when the educational game UI is configured. Second, burton that changes character's features and the information about them should be placed close to each other. Third, learning quiz caught visual attention faster when it was placed on the left side of UI. Fourth, when one UI was overlapped by another, parts that were not overlapped was fixated, too.

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CAMAR Companion : Context-aware Mobile AR System for supporting the Personalization of Augmented Content in Smart Space (CAMAR Companion : 스마트 공간에서 증강 콘텐츠의 개인화를 위한 맥락 인식 모바일 증강 현실 시스템)

  • Oh, Se-Jin;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.673-676
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    • 2009
  • In this paper, we describe CAMAR Companoin, a context-aware mobile AR system that provides a user-adaptive assistance with an augmented picture according to the user's context in smart space. It recognizes physical objects and tracks the movement of those objects with a camera embodied to a mobile device. CAMAR Companion observes a mobile user's context, which is sensed by various kinds of sensors in environments, and infers user preference for the content in the situation. It recommends multimedia content relevant to the user's context. It overlays selected content over associated physical objects and enables the user to experience the content in a user-centric manner. Furthermore, we have developed the prototype to illustrate how our system could be used for a mobile user's well-being care applications in smart home environments. In this application, we found that our system could perceive a user preference even though a user's context is changed dynamically, and then adapt the multimedia content with respect to the user's context effectively. As such, the proposed user-adaptive system has the potential to play an important role in developing customized user interfaces in mobile devices.

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Influences of the User's Experienced Space Perception on the Flow at Digital Interactive Contents (디지털 상호작용 콘텐츠에서 체험적 공간감이 몰입에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.5 no.4
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    • pp.198-205
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    • 2012
  • This study deals with development of an evaluating tool for flow experience and presence to evaluate interactive digital contents. The tool is able to measure the grade of flow and presence by surveying with their factors which are known to affect flow experience and presence. One of reasons for reducing flow experience and presence in 3D digital contents is that the experience in the virtual world is different from user's prerequisite learning in the real life. The recent interactive contents using physical movement of users as an input is possible to provide unsafe situation to users due to the different experience. The suggested flow measurement tool is able to evaluate presence and flow experience of an interactive 3D contents as well as flow and presence factors are possible to use as a general guideline for all stages of producing interactive 3D digital contents.

Structural relationship analysis between perceived ease of use, acceptance attitude, user satisfaction, and intention to continue using the electronic attendance-absence recording systems (전자출결시스템에 대한 지각된 용이성, 수용태도, 사용자 만족, 지속 사용 의도 간의 구조관계분석)

  • Park, Hyejin;Kwon, Youngae
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.1
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    • pp.115-124
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    • 2022
  • This study analyzed the intention of continuous use of the electronic attendance-absence system. Perceived ease of use, acceptance attitude, and user satisfaction variables were selected to analyze the factors affecting the intention of continuous use. To achieve the purpose of this study, a survey was conducted targeting students who had experience in using the electronic attendance-absence system at K University located in Chungcheongbuk-do. The use environment of the electronic attendance-absence system was non-face-to-face, and the questionnaires answered by 921 students were analyzed. The study results are as follows. First, perceived ease of use and acceptance of the electronic attendance-absence system were found to have a positive effect on user satisfaction. Second, it was found that the learner's perceptual ease, acceptance attitude, and user satisfaction for the electronic attendance-absence system had a positive effect on the intention of continuous use. This study is meaningful in that it identified the intention of continuous use based on the experience of the electronic attendance-absence system in a non-face-to-face environment.

QoE-aware Energy Efficiency Maximization Based Joint User Access Selection and Power Allocation for Heterogeneous Network

  • Ji, Shiyu;Tang, Liangrui;Xu, Chen;Du, Shimo;Zhu, Jiajia;Hu, Hailin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.10
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    • pp.4680-4697
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    • 2017
  • In future, since the user experience plays a more and more important role in the development of today's communication systems, quality of experience (QoE) becomes a widely used metric, which reflects the subjective experience of end users for wireless service. In addition, the energy efficiency is an increasingly important problem with the explosive growth in the amount of wireless terminals and nodes. Hence, a QoE-aware energy efficiency maximization based joint user access selection and power allocation approach is proposed to solve the problem. We transform the joint allocation process to an optimization of energy efficiency by establishing an energy efficiency model, and then the optimization problem is solved by chaotic clone immune algorithm (CCIA). Numerical simulation results indicate that the proposed algorithm can efficiently and reliably improve the QoE and ensure high energy efficiency of networks.

A Study on Design for the Interactive VR Fashion Show (상호작용 기반의 VR 패션쇼 디자인 설계)

  • Ahn, Duck Ki;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.25-34
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    • 2020
  • This study is a VR system design designed to evaluate the impact of interaction on user experience analyzed by developer's perspective for the interactive VR fashion show. In the VR fashion show design, we produced an interactive system through the four interactive elements of camera viewpoint, cloth, effects, and sound. The interactive design system is proposed based on three application facto rs in VR space design: speed, range, and mapping. The study focused on the user experience based on format conversion to apply the Unity3D engine using 3D model, animation, 2D UI design, and simulation.