• Title/Summary/Keyword: user interaction

Search Result 1,731, Processing Time 0.029 seconds

An Analysis of Road User Acceptance Factors for Fully Autonomous Vehicles : For Drivers and Pedestrians (완전 자율주행자동차에 대한 도로이용자 수용성 요인 분석 : 운전자 및 보행자를 대상으로)

  • Jeong, Mi-Kyeong;Choi, Mee-Sun
    • The Journal of The Korea Institute of Intelligent Transport Systems
    • /
    • v.21 no.5
    • /
    • pp.117-132
    • /
    • 2022
  • The purpose of this study is to analyze factors that affect road users' acceptance of fully autonomous vehicles (level 4 or higher). A survey was done with drivers of general cars and pedestrians who share roads with fully autonomous vehicles. Five acceptability factors were selected: trust towards technology, compatibility, policy, perceived safety, and perceived usefulness. The effect on behavioral intention was analyzed using structural equation modeling (SEM). The perceived safety and trust towards technology were found to be very important in the acceptance of fully autonomous vehicles, regardless of the respondent, and policy was not influential. Compatibility and perceived usefulness were particularly influential factors for drivers. In order to improve the acceptance by road users, securing technical completeness of fully autonomous vehicles is important. Certification and evaluation of the safe driving ability of fully autonomous vehicles should be thoroughly performed, and based on the results, it is necessary to improve the perception by road users. It is necessary to positively recognize fully autonomous vehicles through education and publicity for road users and to support their smooth interaction.

Dental Surgery Simulation Using Haptic Feedback Device (햅틱 피드백 장치를 이용한 치과 수술 시뮬레이션)

  • Yoon Sang Yeun;Sung Su Kyung;Shin Byeong Seok
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.12 no.6
    • /
    • pp.275-284
    • /
    • 2023
  • Virtual reality simulations are used for education and training in various fields, and are especially widely used in the medical field recently. The education/training simulator consists of tactile/force feedback generation and image/sound output hardware that provides a sense similar to a doctor's treatment of a real patient using real surgical tools, and software that produces realistic images and tactile feedback. Existing simulators are complicated and expensive because they have to use various types of hardware to simulate various surgical instruments used during surgery. In this paper, we propose a dental surgical simulation system using a force feedback device and a morphable haptic controller. Haptic hardware determines whether the surgical tool collides with the surgical site and provides a sense of resistance and vibration. In particular, haptic controllers that can be deformed, such as length changes and bending, can express various senses felt depending on the shape of various surgical tools. When the user manipulates the haptic feedback device, events such as movement of the haptic feedback device or button clicks are delivered to the simulation system, resulting in interaction between dental surgical tools and oral internal models, and thus haptic feedback is delivered to the haptic feedback device. Using these basic techniques, we provide a realistic training experience of impacted wisdom tooth extraction surgery, a representative dental surgery technique, in a virtual environment represented by sophisticated three-dimensional models.

A Study on the Visualization of Data in Virtual Space utilizing Realistic Exhibition Contents - Focusing on the application of the Tamed Cloud clustering algorithm in 70mK project (전시콘텐츠에 구현된 가상공간 내 데이터 시각화 연구 - 70mK의 Tamed Cloud 군집형 알고리즘 적용을 중심으로)

  • Sungmin Kang;Daniel H. Byun
    • Trans-
    • /
    • v.15
    • /
    • pp.1-24
    • /
    • 2023
  • This study examines the application of data visualization technology using a clustered data algorithm called 'Tamed Cloud' to virtual spaces and seeks the possibility of implementing it in various types of realistic exhibition contents. To this end, we first attempt to classify virtual reality (VR) exhibition contents starting with COVID-19, and summarize technologies applied. Also, various realistic exhibition contents provide visitors with an opportunity to appreciate the artworks through online and virtual exhibitions. In this trend, virtual reality and augmented reality (AR) technologies have been introduced, allowing visitors to enjoy the artwork more immersively, and the possibility of realistic exhibition content with interaction between the artwork and the user is also being demonstrated. Based on this background, this study examines the history of exhibition contents by dividing them before and after the advent of virtual reality technology, and examines how the clustered algorithm technology called Tamed Cloud was applied to virtual space and implemented as a realistic exhibition content in <70mK> project. By synthesizing all of this, we propose a convergence method of data visualization, virtual reality, and realistic content, and propose it as a new alternative to realistic exhibition content in virtual space.

Assessment of Perceived Naturalness of Local Ecological Assets from the Perspective of Cultural Ecosystem Services (생태계문화서비스 관점에서 지역생태자산의 인지된 자연성 평가)

  • Kim, Do-Eun;Kwon, Hyuk-Soo;Son, Yong-Hoon
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.51 no.3
    • /
    • pp.107-121
    • /
    • 2023
  • The assessment of perceived naturalness aims to elucidate the human perception and explain the interaction between natural environments and humans. The perception of ecological assets that exhibit distinct characteristics within a specific region can manifest in various representations. Based on the users' perceptions and interviews regarding ecological assets, this study assessed the perceived naturalness from a cultural services perspective. Specifically, the discussions on Ansan City's ecological assets and revolved around the inherent value of naturalness in dimensions, such as the necessity for conservation and the sustainable development of ecological assets, the perception of ecosystem benefits, the representativeness as a local asset, and usability. Subsequently, the Q method was employed to present 25 representative ecological assets to 25 users. As a result, user groups with different value systems for each question were identified, and hypothetical personas for cultural service enjoyment were distinguished. The most representative persona among the 25 users was identified as AWP (a type that values the conservation of aquatic ecosystems, prefers waterfront landscapes, and enjoys walking). Since perceived naturalness is conceptually similar to the "benefits perceived by users" in evaluating ecosystem services, it can provide more practical evaluation criteria for cultural services.

Comparison of a Learner's Experience on Zoom and Spatial (줌과 스페이셜의 학습자 경험 비교 평가)

  • Yejin Lee;Kwang-Tae Jung
    • Journal of Practical Engineering Education
    • /
    • v.14 no.3
    • /
    • pp.535-541
    • /
    • 2022
  • Zoom has been most popularly used as a non-face-to-face online class tool since COVID19, but due to the recent spread of the metaverse, the use of the metaverse platform is increasing. In particular, since a metaverse platform 'Spatial' provides online classroom creation and various learning functions, and various interactions between instructors and learners or learners and learners are possible, it is highly likely to be used in university classes. Since Zoom and Spatial each have their own strengths and weaknesses for the purpose of class use, it is necessary to find out the strengths and weaknesses of each by comparing and analyzing the learner's experience in class use. In this study, a quantitative analysis of usability, immersion, and satisfaction and a qualitative analysis of individual opinions were performed in order to compare and analyze the learner's experience. SUS (System Usability Scale) was used for usability evaluation, and Magnitude Estimation method was used for immersion and satisfaction evaluation. Thirty-five people who had participated in classes using Zoom and Spatial participated as subjects in this study. Zoom was higher than Spatial at the significance level of 0.05 in usability and satisfaction. On the other hand, the immersion in class was higher in Spatial than in Zoom. Since Spatial provides online classroom creation and various learning functions, and provides various interactions and fun elements between instructors and learners or learners and learners, the immersion in classes was high. If the user interface and interaction of Spatial are improved in the future, it is judged that it can be used as an effective online teaching tool that can replace zoom in university classes.

A Case Study of the National Archives Instagram Archival Content in the Anglosphere (영미권 국립보존기록관 인스타그램의 기록정보콘텐츠 사례 연구)

  • Hoemyeong Jeong;Soonhee Kim
    • Journal of Korean Society of Archives and Records Management
    • /
    • v.23 no.2
    • /
    • pp.1-25
    • /
    • 2023
  • This study aims to propose implications for the development of archival content of archives management institutions in Korea by analyzing cases of the archival content on Instagram of the national archives in the Anglosphere. The basic information of the research target's Instagram account, including the creation date, content, and the number of followers, was investigated, and the posts' contents and interaction types with high user responses were analyzed. As a result, to spread the records information service using Instagram, producing images and short-form content that can be intuitively checked through mobile screens and creating content that will attract the attention of primary users are required. Moreover, it is necessary to develop content for informative communications that can be shared with other users. There is also a need to enhance the exposure and searchability of the institution's Instagram account by strengthening connections with the institution's existing online resources and enabling communications, such as using hashtags, following related institutional accounts, and providing feedback on the contents' comments with followers. This study is meaningful in that it examined cases of archival content for Instagram and suggested their applications, and it can be used as basic data to help plan archival contents to spread the archival culture.

An Empirical Study on the Effects of Venture Company's Website Properties on Bounce Rate (벤처기업 웹사이트의 속성이 웹사이트 이탈률에 미치는 영향에 관한 실증연구)

  • Yun Do Hwang;Tae Kwan Ha
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.18 no.2
    • /
    • pp.67-79
    • /
    • 2023
  • The bounce rate is the rate at which a user leaves immediately after visiting, and this study aimed to find out what attributes of a website affect the bounce rate. Web site evaluation items were defined as a total of 4 items and 27 evaluation attributes, including usability, information, service interaction, and technology, so that they can be commonly applied to venture companies in various industries through prior research. As a result of the study, 6 website attributes that affect the bounce rate were verified to be significant by discriminant analysis and decision tree analysis. Suggestions to reduce the bounce rate of venture business websites through this study are as follows. First, the path name of the website is displayed as mandatory and a pull-down menu function is added to facilitate movement to other pages. Second, it is good to expose core content that can attract users' attention in the form of a banner, and place internal link banners in the right place on sub-pages. Third, external links should be linked to a new window so that they do not leave the current page immediately so that they can be re-entered. Lastly, it is recommended to expose the contact information of the person in charge and consultation function as direct information for communication with customers, but if individual response is difficult, at least the consultation function must be added. These suggestions are expected to be of practical help in various fields such as website development, operation, and marketing. However, in special cases, a high bounce rate may be normal, so it should be considered according to the situation.

  • PDF

Analysis on the Viewing Intention of Mobile Personal Broadcasting by using Hedonic-Motivation System Adoption Model (모바일 개인방송 시청 요인 분석: HMSAM 모델을 중심으로)

  • Jae-Wan Lim;Byung-Ho Park
    • Information Systems Review
    • /
    • v.18 no.4
    • /
    • pp.89-106
    • /
    • 2016
  • The latest movement in live video streaming service is mobile personal broadcasting (MPB), which refers to consumers accessing the service through social media with mobile devices, such as smartphones and tablet PCs. This service is possible through the advancements in mobile video technology and platforms. Features such as enhanced user interaction, personalization, and real-time broadcasting, combined with a greater variety of content, have led to the development of MPB. The increase in MPB users calls for research, including that on the hedonic motivational angle. This study aims to assess MPB users' intrinsic motives through the hedonic-motivation system adoption model (HMSAM) using seven factors: joy, temporal dissociation, escapism, focused immersion, perceived ease of use, perceived usefulness and intention to watch. Survey data collected from 154 samples were analyzed with statistical techniques, such as structural equation modeling. Results showed that time dissociation, escapism, and perceived ease of use have a positive relationship with heightened enjoyment. Joy significantly affects focused immersion and intention to watch. Escapism also had a statistically significant influence on focused immersion. This study contributes to the advancement of the MPB study under the HMSAM theoretical framework and offers practical suggestions to managers to enhance MPB content viewership.

Finding Influential Users in the SNS Using Interaction Concept : Focusing on the Blogosphere with Continuous Referencing Relationships (상호작용성에 의한 SNS 영향유저 선정에 관한 연구 : 연속적인 참조관계가 있는 블로고스피어를 중심으로)

  • Park, Hyunjung;Rho, Sangkyu
    • The Journal of Society for e-Business Studies
    • /
    • v.17 no.4
    • /
    • pp.69-93
    • /
    • 2012
  • Various influence-related relationships in Social Network Services (SNS) among users, posts, and user-and-post, can be expressed using links. The current research evaluates the influence of specific users or posts by analyzing the link structure of relevant social network graphs to identify influential users. We applied the concept of mutual interactions proposed for ranking semantic web resources, rather than the voting notion of Page Rank or HITS, to blogosphere, one of the early SNS. Through many experiments with network models, where the performance and validity of each alternative approach can be analyzed, we showed the applicability and strengths of our approach. The weight tuning processes for the links of these network models enabled us to control the experiment errors form the link weight differences and compare the implementation easiness of alternatives. An additional example of how to enter the content scores of commercial or spam posts into the graph-based method is suggested on a small network model as well. This research, as a starting point of the study on identifying influential users in SNS, is distinctive from the previous researches in the following points. First, various influence-related properties that are deemed important but are disregarded, such as scraping, commenting, subscribing to RSS feeds, and trusting friends, can be considered simultaneously. Second, the framework reflects the general phenomenon where objects interacting with more influential objects increase their influence. Third, regarding the extent to which a bloggers causes other bloggers to act after him or her as the most important factor of influence, we treated sequential referencing relationships with a viewpoint from that of PageRank or HITS (Hypertext Induced Topic Selection).

Different Look, Different Feel: Social Robot Design Evaluation Model Based on ABOT Attributes and Consumer Emotions (각인각색, 각봇각색: ABOT 속성과 소비자 감성 기반 소셜로봇 디자인평가 모형 개발)

  • Ha, Sangjip;Lee, Junsik;Yoo, In-Jin;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
    • /
    • v.27 no.2
    • /
    • pp.55-78
    • /
    • 2021
  • Tosolve complex and diverse social problems and ensure the quality of life of individuals, social robots that can interact with humans are attracting attention. In the past, robots were recognized as beings that provide labor force as they put into industrial sites on behalf of humans. However, the concept of today's robot has been extended to social robots that coexist with humans and enable social interaction with the advent of Smart technology, which is considered an important driver in most industries. Specifically, there are service robots that respond to customers, the robots that have the purpose of edutainment, and the emotionalrobots that can interact with humans intimately. However, popularization of robots is not felt despite the current information environment in the modern ICT service environment and the 4th industrial revolution. Considering social interaction with users which is an important function of social robots, not only the technology of the robots but also other factors should be considered. The design elements of the robot are more important than other factors tomake consumers purchase essentially a social robot. In fact, existing studies on social robots are at the level of proposing "robot development methodology" or testing the effects provided by social robots to users in pieces. On the other hand, consumer emotions felt from the robot's appearance has an important influence in the process of forming user's perception, reasoning, evaluation and expectation. Furthermore, it can affect attitude toward robots and good feeling and performance reasoning, etc. Therefore, this study aims to verify the effect of appearance of social robot and consumer emotions on consumer's attitude toward social robot. At this time, a social robot design evaluation model is constructed by combining heterogeneous data from different sources. Specifically, the three quantitative indicator data for the appearance of social robots from the ABOT Database is included in the model. The consumer emotions of social robot design has been collected through (1) the existing design evaluation literature and (2) online buzzsuch as product reviews and blogs, (3) qualitative interviews for social robot design. Later, we collected the score of consumer emotions and attitudes toward various social robots through a large-scale consumer survey. First, we have derived the six major dimensions of consumer emotions for 23 pieces of detailed emotions through dimension reduction methodology. Then, statistical analysis was performed to verify the effect of derived consumer emotionson attitude toward social robots. Finally, the moderated regression analysis was performed to verify the effect of quantitatively collected indicators of social robot appearance on the relationship between consumer emotions and attitudes toward social robots. Interestingly, several significant moderation effects were identified, these effects are visualized with two-way interaction effect to interpret them from multidisciplinary perspectives. This study has theoretical contributions from the perspective of empirically verifying all stages from technical properties to consumer's emotion and attitudes toward social robots by linking the data from heterogeneous sources. It has practical significance that the result helps to develop the design guidelines based on consumer emotions in the design stage of social robot development.