• Title/Summary/Keyword: user's experience

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Development of Cultural Contents using Auger Reality Based Markerless Tracking

  • Kang, Hanbyeol;Park, DaeWon;Lee, SangHyun
    • International journal of advanced smart convergence
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    • v.5 no.4
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    • pp.57-65
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    • 2016
  • This paper aims to improve the quality of cultural experience by providing a three - dimensional guide service that enables users to experience themselves without additional guides and cultural commentators using the latest mobile IT technology to enhance understanding of cultural heritage. In this paper, we propose a method of constructing cultural contents based on location information such as user / cultural heritage using markerless tracking based augmented reality and GPS. We use marker detection technology and markerless tracking technology to recognize smart augmented reality object accurately and accurate recognition according to the state of cultural heritage, and also use Android's Google map to locate the user. The purpose of this paper is to produce content for introducing cultural heritage using GPS and augmented reality based on Android. It can be used in combination with various objects beyond the limitation of existing augmented reality contents.

Design of Gaming Interaction Control using Gesture Recognition and VR Control in FPS Game (FPS 게임에서 제스처 인식과 VR 컨트롤러를 이용한 게임 상호 작용 제어 설계)

  • Lee, Yong-Hwan;Ahn, Hyochang
    • Journal of the Semiconductor & Display Technology
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    • v.18 no.4
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    • pp.116-119
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    • 2019
  • User interface/experience and realistic game manipulation play an important role in virtual reality first-person-shooting game. This paper presents an intuitive hands-free interface of gaming interaction scheme for FPS based on user's gesture recognition and VR controller. We focus on conventional interface of VR FPS interaction, and design the player interaction wearing head mounted display with two motion controllers; leap motion to handle low-level physics interaction and VIVE tracker to control movement of the player joints in the VR world. The FPS prototype system shows that the design interface helps to enjoy playing immersive FPS and gives players a new gaming experience.

Augmented Reality Haptic Upper Garment for Wear Sensation (착용감 구현을 위한 증강현실용 햅틱 상의(上衣))

  • Yim, Eunhyuk;Kwon, Jeanne;Lee, Sooyong
    • The Journal of Korea Robotics Society
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    • v.14 no.2
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    • pp.150-156
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    • 2019
  • Haptic systems have been widely used for both virtual reality and augmented reality application including game, entertainment, education and medical sectors. Clothing designers and retailers initiated using AR and VR technologies to help the consumers find style with the perfect fit. Most of the developed augmented reality shopping is implemented by overlapping the image of the clothes on the customer so that he/she can find the fit. However, those are only visual information and the customer cannot experience the real size and the stiffness of the clothes. In this paper, we present the haptic upper garment which provides the haptic feedback to the user using cables. By controlling the length of the cable, the size of the clothes is set and by stiffness control, the compliance of the fabric is implemented. The haptic garment is modeled for precise control and the distributed controller architecture is described. With the haptic upper garment, the user's experience of the virtual clothes is greatly enhanced.

Suggestion of Guidelines for Separation System According to Recycling Separate Discharge (재활용 분리배출에 따른 분리 체계 가이드라인 제안)

  • Moon, Seon-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.399-405
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    • 2022
  • This study suggests focused in user-centered design which are new separate discharge system that must recycle in paper materials. I searched cases in Korea's current law and regulation in recycling disposal guidelines and already succeed cases in each city that are Asia, Europe, and North America. Suggesting focused in user-centered design of ID(Identification) separate discharge system due to user's good participations, feedbacks of participation's results, and well-organized in awarding. This system consists of visual individual's ID(Identification) that are stickered in only used bag. User must recycle in separate discharge system only used bags, and results must visualized in each user and rewards to user. This separate discharge system is meaning to stimulate user's good participations.

Socially Aware Device-to-multi-device User Grouping for Popular Content Distribution

  • Liu, Jianlong;Zhou, Wen'an;Lin, Lixia
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.11
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    • pp.4372-4394
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    • 2020
  • The distribution of popular videos incurs a large amount of traffic at the base stations (BS) of networks. Device-to-multi-device (D2MD) communication has emerged an efficient radio access technology for offloading BS traffic in recent years. However, traditional studies have focused on synchronous user requests whereas asynchronous user requests are more common. Hence, offloading BS traffic in case of asynchronous user requests while considering their time-varying characteristics and the quality of experience (QoE) of video request users (VRUs) is a pressing problem. This paper uses social stability (SS) and video loading duration (VLD)-tolerant property to group VRUs and seed users (SUs) to offload BS traffic. We define the average amount of data transmission (AADT) to measure the network's capacity for offloading BS traffic. Based on this, we formulate a time-varying bipartite graph matching optimization problem. We decouple the problem into two subproblems which can be solved separately in terms of time and space. Then, we propose the socially aware D2MD user selection (SA-D2MD-S) algorithm based on finite horizon optimal stopping theory, and propose the SA-D2MD user matching (SA-D2MD-M) algorithm to solve the two subproblems. The results of simulations show that our algorithms outperform prevalent algorithms.

Concept of Information Architecture on Digital TV based on User Thought (사고 유형에 기초한 디지털 TV 채널 정보구조의 구상)

  • Hyun, Hye-Jung;Ko, Il-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.9
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    • pp.77-85
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    • 2010
  • As various convergency products have been actively developed, the study on user interface has been conducted a lot, and for more specific direction, users' experience-oriented user interface from user-oriented studies is recently developed. Such a tendency aiming to focus on product development to express users' emotion, the next step in the user-oriented development had difficulties in an objective approach, so the data based on previous users' experiences were presented as the basic data to establish user interface design process with grounds and design direction, and therefore it is available to show more specific and objective grounds. From this perspective, such psychological variables showing users' experiences like age and job are studied through surveys of users at the development of products, and products according to the variables are released. On the other hand, the products considering psychological difference distinguishing users' experiences as the cultural cap are not progressed yet. Despite the understanding of cultural difference, its decisive grounds are hard to distinguish like age, and job. Therefore, the cognitive concept about how to design menu information structure according to accident types that can be considered regarding user interface design among theoretical backgrounds about cultural difference. As the category according to the range of things among accident types, it is divided into analytical type and relational type to conduct a test on similarity and relations about the representative digital TV's menu information of the convergency product. As the result, analytical type and relational type showed difference and this study aims to use menu information concept considering this difference as explanatory variables of the users' experience-oriented development.

Analysis of Kano's Quality Attributes for Smart Car: An Exploratory Study (스마트카의 Kano 품질속성 분석에 관한 탐색적 연구)

  • Byun, Dae H.
    • Journal of Service Research and Studies
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    • v.6 no.2
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    • pp.83-97
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    • 2016
  • Smart car is a vehicle which maximizes convenience, safety, and user experience. The traditional vehicle style will be replaced by a smart car. The objective of this paper is to find essential quality attributes that consumers want. We provide a method to select a best smart car reflecting their preference based on the quality attributes. We derive Kano's quality attributes by an exploratory survey and show an example to implement their decision using the Analytic Hierarchy Process method. As a result, the quality attributes were classified into two groups of attractive quality and indifference quality. The respondents evaluated that the safety of smart cars was more important than the convenience and user experience. However, the smart car was required more functions related to the convenience criteria. These results will provide important implications for smart car design.

Smart Tourism Design: A Semiotic Affordances Approach

  • Chulmo Koo;Jaehyun Park;William C. Hunter
    • Journal of Smart Tourism
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    • v.3 no.2
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    • pp.15-21
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    • 2023
  • This paper presents a conceptual approach to Smart Tourism Design based on semiotic affordances theory. This conceptual approach repositions smart tourism from a techno-centric perspective that frames a seamless connection between the device and its software, to a more human-centric perspective that favors the user's needs, desires as perceived through the senses. An updated Smart Tourism Design emphasizes the aesthetic dimension of smart tourism that presents the objects of the travel experience as destination specific rather than universal, through representations as digital artifacts. This theory is based on an empirical and objective understanding of representations and how they can be identified as useful in the digital augmentation of travel experiences. Using Peirce's sign systems and Gibson's theory of affordances, smart tourism can transcend a prefabricated device-oriented experience to a closer dynamic and direct interaction between the user and the travel destination. Researchers and developers can use semiotics as a structural approach to recognizing objects as sign-types, and they can use affordances to better identify the immediacy of digital artifacts and purpose-driven by users' spontaneous and immediate motives.

The Measuring Method of Web-Site Flow and Its Simulation Analysis (웹 사이트 플로우(Flow) 측정 방법론 및 시뮬레이션에 대한 연구)

  • Kwon, Soon-Jae
    • Knowledge Management Research
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    • v.10 no.2
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    • pp.49-63
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    • 2009
  • In this study, sub domain of flow was investigated on literature survey, and suggested of the measuring method of web-site flow and its simulation analysis. Constructing of measuring method of flow, and using this method what-if analysis was simulated when several condition changed. Using causal map approach to extract knowledge from web-site domain experts and to derives a causal relationship of knowledge. Specially, in our study, describes method of developing and building causal map, and suggests guide line of this method on practical application. This research results show that web-site flow starts "direct searching" or "interesting of special issue(domain)", and when challenges of web-site were accorded with user's skills web-site flow grows. Further, in the web-site, information searching intention results in increase of user's duration time and experience flow to discovery new interesting issues in this process. If user's web-site of interaction is increased, awareness of environment conditions decreased, finally, user's telepresense results in increased web-site flow. This paper contained thai this method make used of measuring flow in the web-site and developing of practical strategy.

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User Behavior Model Based on Shooting Photograph Interaction for Funology ; Focused on 'PhoDoSee' Kiosk (퍼놀로지를 위한 사진 촬영 인터랙션 기반에서의 사용자 행태 모델 ; '포도씨' 키오스크를 중심으로)

  • Kim, Hanjae;Kwon, Jieun
    • Cartoon and Animation Studies
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    • s.36
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    • pp.643-667
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    • 2014
  • Recently, shooting photographs have become highly popular among general public and been used by various media such as digital camera, mobile, and kiosk. We could find that users prefer to Funology which is combined by fun and hardware technology on emotional point of view. Shooting photographs attracts user participation and makes effect of design to expand. The goal of this study is to classify user actions in a electronic kiosk which includes digital photography function based on the perspective of Funology and to bulit user behaviors model. Therefore user group model will be defined, and then interaction design guidelines of shooting photographs will be proposed. For this research, first of all, the concepts of Funology and user interaction with taking photographs are classified to three types which is based on literature investigation. Secondly, "Phodosee" kiosk is examined with Funology design elements which have been categorized beforehand. Then user's behaviors which are shown their interaction with "Phodosee" kiosk are observed and analyzed using video ethnography based on Funology perspectives. Finally, four persona models are suggested based on user's behaviors as follows; 1) to avoid being taken photography, 2) to try to shoot photography, 3) to participate shooting photography and 4) to lead others to take photography. To summarize this study, effects and limitations of Funology design elements using digital photography are discussed and guideline is suggested to improve user experience design.