• Title/Summary/Keyword: user thought

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An Web-based Training of a short bamboo flute performance by using UCC (UCC를 활용한 단소 실기 원격 교육)

  • Lee, Yong-Bae;Lim, Sung-Joon
    • Journal of The Korean Association of Information Education
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    • v.11 no.4
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    • pp.471-482
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    • 2007
  • These days UCC(User-created content) is being made and shared increasingly in entertainment and sports area, but its life cycle seems to be very short and the cases that it is used for an education or a learning purposes are not common yet. In this study a new methodology is suggested for adapting a UCC to a distance education. A teacher upload the movie that he or she made for the distance education system, so the students can carry out the self-centered learning procedure. After that, the students send their own movie files to the teacher, and get a feedback from the teacher as a evaluation of the course. In this study a distance education system was established as a prototype, and a short bamboo flute class was chosen for this study from the specialty developmental education program of the elementary school. According to the result of the questionnaire the students thought that their performance skill was improved a lot and they were satisfied with the learning program and the method of evaluation. They also answered that their skills dealing with a camera, a camcorder and a computer got much better. Moreover, most of the students thought that the relationships with their friends and their parents got better also because they spent lots of time together making and watching the movie files for this education program.

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The Relationship between Brain Activities and Presence on Communication using an Avatar in Virtual Reality (가상현실에서 아바타를 통한 정보전달 시 뇌의 활성화와 현존감의 관계)

  • Lee, Hyeon-Rae;Kim, So-Young;Yoon, K.J.;Nam, Sang-Won;Kim, Jae-Jin;Kim, In-Young;Kim, Sun-I.;Ku, Jeong-Hun
    • Korean Journal of Cognitive Science
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    • v.17 no.4
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    • pp.357-373
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    • 2006
  • Virtual reality (VR) provides a virtual experiment (VE) context consisting of information presented to the senses of the user. The user perceiver and interprets the VE context, and then naturally recognizes a level of realism in the VE. Presence is often thought of as the sense of 'being there' in the n. Presence includes overall feelings about the information conveyed from a virtual avatar to the user. Therefore, there must be brain mechanisms for integrating sensory information about presence.'Feeling of presence' is related with the user's cognition and perception about information on communication through medium. Thus 'feeling of presence' may characterize perceptual mechanisms in the brain. We studied these mechanisms by presenting a VR that consisted of an avatar telling a story about a social conversation. We performed covariance analysis on subjective brain activity (fMRI) during the story presentation with a presence score. The data analysis revealed that activity in several brain areas was correlated with the presence store. A positive correlation was shown in the right lingual gyrus, right cuneus, left lingual gyrus, right fusiform gyrus, left inferior temporal gyrus, anterior cingulate cortex and right posterior cingulate cortex of the brain. This study showed the brain mechanism to be related the feeling of presence and brain activities in our subjects, using VR to communicate information.

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The Customized Modern Fashion Product Design (소비자 중심의 현대 패션제품 디자인 개발에 대한 연구)

  • Ko, Hyun-Zin
    • Journal of the Korean Society of Costume
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    • v.58 no.3
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    • pp.93-104
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    • 2008
  • The purposes of this study are to examine the concept of customized fashion product design as a new industrial paradigm reflecting individual customers' needs in modern society, and to grasp its sociocultural meaning. It is thought that this study will be helpful to investigate the cultural thinking of contemporaries represented through the consumption. For this, the documentary study and practical case study have been executed. As modern fashion business becomes more consumer-oriented due to the industrial paradigm shift, there appeared the prosumer as both consumer and producer. The type of customized fashion product design can be classified as 1) the traditional custom-made design in haute couture and classic tailoring 2) the tailor-made design in the prestige line of ready to wear 3) DIY custom design 4) mass customized design of customer involvement. The traditional custom-made design in haute couture and classic tailoring and the tailor-made design in the prestige line of ready to wear is to provide the distinguished product which has the best quality as well as the excellent beauty for VIP consumer. The DIY custom design is for creative consumer searching for the fun of craftsmanship to take part in producing personally. The mass customized design of customer involvement is to personalize product by selecting design module in mass production. Ultimately the sociocultural meaning of the customized fashion product design can be interpreted as (1)endowing special meaning to personal identity (2)distinguishing the privilege by rarefied authenticity (3)returning to analog sensibility 4)pursuing creative fun 5)thinking in a user-centered way.

The Development of Usability Evaluation for Wearable Computer: An Investigation of Smart Clothing (웨어러블 컴퓨팅 사용성 평가 척도 개발 - 스마트 웨어 적용사례를 중심으로 -)

  • Chae, Haeng-Suk;Hong, Ji-Young;Cho, Hyun-Seung;Lee, Young-Jin;Park, Sun-Hyung;Han, Kwang-Hee;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.9 no.spc3
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    • pp.265-276
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    • 2006
  • The purpose of this paper is to develop usability evaluation tool for wearable computer. In this paper, we propose evaluation factor and object through context evaluation in the real environment. The basic idea of this process is to know the thought from wearable user. Also, we gathered the opinion from expert group. As a result, we adopted evaluation question categories. By examining some empirical data which is obtained from observation and wearability evaluation, we conclude usability evaluation of wearable computer, including smart clothing. The design process in creating a successful wearable usability is no longer about providing technical success, rather about creating a optimal user experience.

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Study on Validity and Reliablity of the Cutoff Probe and Langmuir Probe via Comparative Experiment in the Processing Plasma

  • Kim, D.W.;You, S.J.;You, K.H.;Lee, J.W.;Kim, J.H.;Chang, H.Y.;Oh, W.Y.
    • Proceedings of the Korean Vacuum Society Conference
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    • 2013.02a
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    • pp.576-576
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    • 2013
  • Recently, diagnostics of plasma becomes more important due to requirement of precise control of plasma processing based on measurement of plasma characteristics. The Langmuir probe has been used for the diagnostics but it has an inevitable uncertainty and error sources such as incorrect tip length and RF noise. Instead of the Langmuir probe, various diagnostic methods have been developed and researched. The cutoff probe is promising one for plasma density using microwaves and resonance phenomenon at the plasma frequency. The cutoff probe has various advantages as follows; (i) it is simple and robust, (ii) it uses few assumptions, and (iii) it is free from deposition by reactive gas. However, the cutoff probe also has uncertainty and error sources such as gap between tips, tip length, direction of tip plane, and RF noise. In this study, the uncertainty and error sources in manufacturing both probes and in diagnostics process were analyzed via comparative experiment at various discharge conditions. Furthermore, to reveal the user dependence of both probes, three well trained Ph. D students made the Langmuir probe and the cutoff probe, respectively, and it were analyzed. Thought this study, it is established that reliability and validity of the Langmuir probe and the cutoff probe related with not only the intrinsic characteristics of probes but also probe user.

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Computerized Order Communication System for Out-patient's Clinic Using Personal Computer and Local Area Network (PC 및 LAN을 이용한 외래처방 전달 시스템)

  • 김남현;김원기
    • Journal of Biomedical Engineering Research
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    • v.14 no.4
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    • pp.321-326
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    • 1993
  • Recently, microcomputer technology has been developed rapidly and it provides not only graphic user interface that can be fraendly accessable but also large storage capacity to han- dle much hospital information. Almost all the order communication system for hospital has been developed under the concept of host and terminal environment since last 20 years. However, host-terminal system has not been successful in korea simply because most of physicians prescibe for rrlany patients a day(sometimes more than 150 patients a day). Also, under the host-terminal environment, programs are not friendly implemented for users. Since March 1991, we had developed order communication system for out-patients(named YONSEI-PC) using personal computer(PC) and local area network(LAN) . Since September 1992, we has applied succesfully in the Yonsei Cardiovascular Center, Sevrance Hospital, Yonsei University College of Medicine. This system consisted with Server and Clients which is communicated through LAN(Ethernet). The system also use the Host computer(IBM 9221 170) as a data bank and communicates to the Server with emulation card(3270 emulator, Interlink Inc., Korea) . After introducing this system, it enables patients to receive drugs witllin 20 minutes after prescription of 300-400 patients per day and it seemed to be effective system not to reduce waiting time for the patients but also to remove charge-troubling(due to His-entry of prescription) . This system also seems to be effective in terms of office automatism for hospital management. However users, usually physitions, required more friendly and easy system to operate and we thought that the most important one to successfully introduce order communication computer system in the hospital is user interface.

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Environmental Design Methods Based on the Idea of Fold : The Re-Design Proposal of Do-San Park (폴드 개념을 이용한 환경설계방법 연구 - 도산공원 재설계를 사례로 -)

  • 오창송;조경진
    • Journal of the Korean Institute of Landscape Architecture
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    • v.30 no.2
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    • pp.50-62
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    • 2002
  • From modernism to post-modernism, the practice in the design field often reduced the complexity of environment and to remove variety. However, contemporary ideas of space have been changed. The current thought premise is that the environment is mutable and is evolving according to inner and outer forces and elements. Therefore, leading designers recognize that the environment is complex in itself while anticipating a new theory explaining on-going trends. The idea of fold formulated by Gilles Deleuze can provide a theoretical base for new environmental design in constrat to current design practices. The fold is a hybrid by accommodating complex relations within an object. It carries a dynamic world view through continual process and yields a topological space against absolute space like Euclid geometry. The characteristics of the fold can be paraphrased as rhizome, stratification and smooth space. Rhizome forms a non-hierarchial connection like networking in internet space. Stratification is a kind of superimposition of autonomous potential layers within a single object. Smooth space is a free space and event oriented space keeping non-linear form. This study tried to incorporate the idea of fold to environmental design methods and design process in order to make space which can correspond with complex environment and topological form. In the design process adapted to fold theory, rhizome analysis accepts the complexity of environment and stratification strategy embraces the possibility of accidental use. As a result, the designed park carries a monadic image and produces an ambiguous space. Lastly, smooth space makes topological space unlike Euclid geometry and is free space comosed by the user themselves. Transporting the idea of fold into environmental design could be an alterative way for indeterminate and flexible design to accept new identity of place. Therefore, this study accepts the concept of incidental morphogenesis to make space based on the complexity of environment. The designed space based on the idea of fold searches to create free event space determined by user rather than designated by designer.

A Study on Satisfaction and Dissatisfaction Coexistence of Social Network Service (소셜네트워크서비스의 만족과 불만족의 공존성에 관한 연구)

  • Lee, Jae-Beom;Lee, Jae-Beom;Park, Chanuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.5
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    • pp.225-236
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    • 2015
  • Social network services, it has attracted a lot of popularity that it us to allow the formation of past human network has been thought possible only in the main offline also on-line and mobile. However, by a variety of SNS with a recent other features it appeared a lot, the user, rather than stick to one SNS use only, if necessary, to join simultaneously two or more kinds of SNS status it is. By problem of invasion of privacy in recent SNS is a problem of, the user, in many cases that I have to worry about whether or not to leave the mainly use SNS. This study focused on these aspects and trying to figure out whether changing the SNS people to why use. Therefore, it is possible to obtain two factor theory is trying to figure out the psychology of users feel satisfaction SNS use and unsatisfactory at the same time as the significant result.

The Effect of Fun Factors and Immersion on Health Applications Flow User Satisfaction (헬스 어플리케이션의 재미요인과 몰입이 이용자의 만족에 미치는 영향)

  • Yu, Hyun-Joong;Ji, Won-Bae
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.57-65
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    • 2020
  • This study is places importance on health and safety in the era of untact, non-face-to-face care areas are increasing. To find out the fun factors and the effect of immersion on use satisfaction of health application users. Through the first factor analysis, we found the fun and immersion elements(joyful, interest, social intercourse) of users. Secondly, we looked at the impact of fun factors and immersion on satisfaction (viral intention, continuity). Finally, we looked at whether the user's characteristics affect satisfaction. The impact on fun factors and satisfaction was different depending on gender, which are characteristics of health application users. Both men and women showed significant results in oral tradition of pleasure, and in the case of women, elements of joy and psychological compensation were found to affect the continuation of use. It is thought that it is important to consider this in terms of marketing so that the elements of enjoyment among the fun factors of users through health application can continuously affect the continuation of use or oral tradition.

A Study on Service Quality, System Acceptance and Relationship in the ERP Services to SMEs (중소기업에 적용된 ERP 서비스에서의 서비스 품질과 시스템 수용 및 상관성에 관한 연구)

  • Seo, Jin Seok;Kim, Chong Su
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.39 no.2
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    • pp.150-160
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    • 2016
  • The quality of service in ERP services is a key issue in innovating the ERP performance as an IT service for corporations. Currently, most of the research works for this area are based on the existing quality models such as SERVQUAL, which are said not to measure service quality properly. Also, it does not consider the factor of the system acceptance, which is thought to be closely related to the quality of service in this type of IT services. Therefore, a research model is required, which can address the issues related to the ERP service quality measurements. In this paper, new research models have been proposed, and empirical data obtained from SME's ERP users have been applied to the proposed model to analyze the causal relationship between quality factors and to identify the most suitable quality measures. Also, the relationship between the service quality and the system acceptance was analyzed using a combined model. The results show that factors such as productivity and convenience affects the quality mostly and that the most appropriate measure for the service quality of ERP service is satisfaction. Also, for the system acceptance, the ease-of-use is the main factor. And, the service quality and system acceptance shows a strong correlation. This means that, in order to enhance the quality of ERP services, the service provider needs to provide customers with productivity-enhanced user-friendly IT services and active product support. The work of this research can help to improve the service quality and the user acceptance of ERP services and to lead further research works in this area.