• Title/Summary/Keyword: user experience, UX

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The Effect of Interjection in Conversational Interaction with the AI Agent: In the Context of Self-Driving Car (인공지능 에이전트 대화형 인터랙션에서의 감탄사 효과: 자율주행 맥락에서)

  • Lee, Sooji;Seo, Jeeyoon;Choi, Junho
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.551-563
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    • 2022
  • This study aims to identify the effect on the user experiences when the embodied agent in a self-driving car interacts with emotional expressions by using 'interjection'. An experimental study was designed with two conditions: the inclusion of injections in the agent's conversation feedbacks (with interjections vs. without interjections) and the type of conversation (task-oriented conversation vs. social-oriented conversation). The online experiment was conducted with the four video clips of conversation scenario treatments and measured intimacy, likability, trust, social presence, perceived anthropomorphism, and future intention to use. The result showed that when the agent used interjection, the main effect on social presence was found in both conversation types. When the agent did not use interjection in the task-oriented conversation, trust and future intention to use were higher than when the agent talked with emotional expressions. In the context of the conversation with the AI agent in a self-driving car, we found only the effect of adding emotional expression by using interjection on the enhancing social presence, but no effect on the other user experience factors.

An Outlook for Interaction Experience in Next-generation Television

  • Kim, Sung-Woo
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.557-565
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    • 2012
  • Objective: This paper focuses on the new trend of applying NUI(natural user interface) such as gesture interaction into television and investigates on the design improvement needed in application. The intention is to find better design direction of NUI on television context, which will contribute to making new features and behavioral changes occurring in next-generation television more practically usable and meaningful use experience elements. Background: Traditional television is rapidly evolving into next-generation television thanks to the influence of "smartness" from mobile domain. A number of new features and behavioral changes occurred from such evolution are on their way to be characterized as the new experience elements of next-generation television. Method: A series of expert review by television UX professionals based on AHP (Analytic Hierarchy Process) was conducted to check on the "relative appropriateness" of applying gesture interaction to a number of selected television user experience scenarios. Conclusion: It is critical not to indiscriminately apply new interaction techniques like gesture into television. It may be effective in demonstrating new technology but generally results in poor user experience. It is imperative to conduct consistent validation of its practical appropriateness in real context. Application: The research will be helpful in applying gesture interaction in next-generation television to bring optimal user experience in.

Collective Sentiments and Users' Feedback to Game Contents : Analysis of Mobile Game UX based on Social Big Data Mining (집단 감성과 모바일 게임 사용경험 : 카카오게임 사례연구)

  • Cheon, Youngjoon;Kwak, Kyu Tae
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.145-156
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    • 2015
  • Existing researches have been limited to one-dimensional analysis of game experience (enjoyment, addictive user, usability). However, we considered to analyze complex sentiments of mobile game users due to diffusion of multitasking in these days. In this study, We focused on 'collective sentiments' of mobile game users and studied 'connected emotions and mental model' of them. To support theoretical assumption, we analyzed social data which reflect intention and unintended behavior of users. As a result, multiple consumption of service, diversified patterns of information recommendation and quest experience based on networking were critical to mobile game UX.

Metaverse R&D Promotion Strategy Reflecting Digital Ethics and UX (디지털 윤리와 UX를 반영한 메타버스 R&D 추진전략)

  • Bang, Junseong;Park, Pangun
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.703-717
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    • 2022
  • Metaverse provides a simulated environment that can produce various values while conducting economic, social, and cultural activities in a digital society where the virtual and real worlds are connected. In this paper, the direction of technological progress is predicted by analyzing the characteristics of Metaverse services and their businesses. Technologies and latest researches for the realization of the Metaverse service platform are also explored. In addition, Metaverse Ethics to construct a sustainable Metaverse and Metaverse UX to increase users' service participation are also discussed. Moreover, the R&D promotion strategy for Metaverse services are presented.

Study on Human Motion based Smartphone UX Pattern using User Experience Design (사용자 경험 디자인을 이용한 인간 동작 기반 스마트폰 UX 패턴 연구)

  • Joo, Jeong-Gyu;Lee, Jun-Hwan;Cho, Han-Jin
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.345-350
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    • 2012
  • People established a network much more using smart equipments by means of the development of the mobile industry. They can get useful information easily, make new personal connections and communities, and form various personal connections using the communities. The importance of contact, timing, and utility of time plays an important role in human relations. Many programs related to personal relations are already saturated. In other words, they are very significant and difficult to use. Many programs that didn't be concerned ahead of time about how to deal with a lot of the amount of information effectively and take it out in order to use it could bring about negative results. Human being already makes use of physical-empirical language in all of the conscious and unconscious areas. This study begins at the supposition that how to make it easy to apply humane gestures and languages to applications with portable equipment close to human beings.

Effect of Anthropomorphism Level of Digital Human Banker Speech on User Experience: Focusing on Social Presence, Affinity, Trust, Perceived Intelligence, and Usefulness (디지털 휴먼 은행원 발화의 의인화 수준이 사용자 경험에 미치는 영향: 사회적 실재감, 친밀감, 신뢰도, 인지된 지능, 유용성을 중심으로)

  • Choi, Bomi;Jang, Seojin;Kang, Hyunmin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.469-476
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    • 2022
  • As the 3D modeling technology and conversational algorithm is developed, digital humans are being used in various fields, and also virtual bankers have begun to appear in banks, including major banks such as Shin-Han Bank and Nong-Hyup Bank. However, most of the research of digital human mainly focus on its appearance, and research on robot persona that should be considered in anthropomorphizing a robot is insufficient. In this study, an experiment was conducted to find out the user experience of three scenarios (student ID receipt, deposit and withdrawal account opening, leasehold loan consultation) in which the level of anthropomorphism of the speech strategy and the level of personal information use differed in the specific context of banking. As a result of the study, social presence and usefulness had an interactive effect on the scenario and the level of anthropomorphism. There was no interaction effect on intimacy, trustworthiness, and perceived intelligence, but a tendency could be confirmed.

User Expectation Experience of Flexible Display Interface (플렉서블 디스플레이 인터페이스의 사용자 기대경험)

  • Chung, Seung Eun;Yoon, Young Sun;Lee, Ram;Lim, Yeon Sun;Choi, Ho Jeong;Ryoo, Han Young
    • Design Convergence Study
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    • v.15 no.2
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    • pp.301-317
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    • 2016
  • Flexible display interface is capable of creating new user behaviors based on its characteristics of outstanding surface representation and display transformations such as bending, rolling, and folding. Thus, it is being discussed that the newly emerging flexible display interface can offer a different user experience that the previous flat display couldn't. However, as it is hard to find studies that identify the general attributes of user experience in the area of flexible display research, this study was intended to identify and label experience that users expect in a flexible display interface. For this purpose, this study first investigated literature reviews about user experience in previous digital media interface and flexible display interface and conducted interview research in order to reflect the users' perception, collecting 52 items that represent user experience. In addition, these items were used as measurements to deduct different types of user experience, and 308 interviewees participated in the interview research process. As a result, 10 types of user experience were developed from the results of the survey: functionality, understandability, pleasure, convenience, familiarity, stimulation, adaptability, collectivity, reality, and aesthetic.

An Analysis on the Impact of KS-SQI Service Quality on Customer Behavior and User Experience : Focusing on OTT Service (KS-SQI 서비스 품질이 고객 행태에 미치는 영향과 사용자 경험 평가 분석 : OTT 서비스를 중심으로)

  • Lee, Chae-Hoon
    • Journal of Information Technology Services
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    • v.19 no.5
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    • pp.125-136
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    • 2020
  • The subject of this study is user experience analysis for OTT mobile app services. Application service quality was quantitatively measured by utilizing KS-eSQI evaluation model from a service quality perspective. The purpose of this analysis is to analyze how service reuse and other people's intention to recommend services are affected by service quality. In addition, further analysis of user experience will qualitatively look at what efforts are needed to improve OTT service quality and provide a user-friendly environment. According to the survey, the higher the level of KS-eSQI service quality, the higher the reuse of OTT services and recommendation of others. In particular, the dimensions of primary services and unexpected additional services had a higher impact on customer loyalty and recommendation of others than in other industries. Moreover, the following three implications were found to improve app services from a customer experience perspective. First, images and video thumbnails that highlight the strength of the content they provide should be actively utilized. Second, it is necessary to provide service companies with evidence for data-based work recommendations. Third, it should provide a viewing environment in which users can respond more intelligently to the various situations and conditions when they actually watch.

Study on the UX of Internet Broadcasting -Focused on the Afreeca TV, the Twitch TV- (인터넷 방송 애플리케이션의 사용자 경험 연구 -아프리카 TV와 Twitch TV를 중심으로-)

  • Kwon, Jin-Hyuk;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.407-413
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    • 2018
  • This study suggest the development direction of mobile environment by combining UX satisfaction index and UI guideline. In order to improve the satisfaction of viewers, in this study, we understand the mobile Internet broadcasting environment and application by combining UX and UI index. We present components which are suitable for internet broadcasting and calculate it on each broadcasting screen. Internet broadcasting application is for satisfaction of viewers. To make application which is satisfy viewer's needs, those advantages of applications should be combined.

Specificity and Commitment: UX approach to Netflix

  • Hwang, Joon Suk;Cheon, Youngjoon;Kwak, Kyu Tae
    • Journal of Internet Computing and Services
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    • v.18 no.6
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    • pp.127-136
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    • 2017
  • The strategy that using data collection from Netflix uses for its services is different from traditional human interaction and the communication, and it is represented by the systematic algorithm that rooted from intelligent information system based on the human interaction and communication. These characteristics allowed the study to reflect the influence of 'Asset specificity' which affects the continuous consumption of the media services of Netflix users through economic psychological analysis based on transactional cost economics. The result from the survey on actual Netflix users, three types of specificity (Space specificity, time specificity, relational specificity) reduced perceived searching cost whereas perceived instrumentality has increased, eventually reinforces the commitment to the service. This implies that the service characteristics of Netflix, trying to communicate with the individuals based on intelligent information system are distinct from the existing platform services and it gives the significance of work very effective for user's continuous consumption of the media services.