• 제목/요약/키워드: user-centered way

검색결과 54건 처리시간 0.027초

User Centered Design and Development Strategies for Participatory Learning Media (사용자중심의 참여 미디어 교육시스템 프로토타입 개발 전략)

  • Ahn, Mi-Lee;Cho, Y.C.;Hwang, Y.J.;Cha, H.J.;Kim, H.J.
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.926-932
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    • 2009
  • Recently many research reports on effective use of mobile devices for museums to provide information on displayed artifacts providing individualized learning space, collaborative learning, and discovery learning, Such devices have many possibilities to support learning as a participatory media and social network. Mobile devices are used, however, limited for its usability and lack in providing expected learning experiences. It offers one-way interaction and they are often limited in providing customized services for different patrons to experience learning and entertainment. In this research, we have adopted user centered design approach to identify the needs and possible usage of PDA system in the museum. Research methods include contextual observation and inquiry with symbolic interactionism for qualitative research and its epistemology. We have developed conceptual model with scenario and storyboard method, and developed vertical prototype with Flash.

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Development of Dynamic Vehicle Service Simulation Tool based on Node-RED (Node-RED 기반 동적 차량 서비스 시뮬레이션 툴 개발)

  • Ryu, Minwoo;Lee, Jongeon;Cha, Si-Ho
    • Journal of Korea Society of Digital Industry and Information Management
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    • 제18권4호
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    • pp.77-83
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    • 2022
  • As users' needs for customized services increase, the service provision method is changing from a vertical structural service provision method to a horizontal structural service provision method. This paradigm shift has led to a change from the way existing users find the content they want to find and provide customized needs of users by content providers. With the recent development of smartphones and various AI technologies, demand for providing seamless services such as smartphones is increasing in automobiles. However, it is difficult to provide services in line with changes in this service paradigm because automobile services provide services centered on finished car manufacturers rather than individually providing services tailored to user needs. In this paper, we develop a Node-RED-based dynamic vehicle service simulation tool so that users can use the service they want in cars. The simulation tool developed provides a simulation environment for services authored by the user using NodeRed by writing, registering, and using NodeRed.

CoQue - Designing New SmartPhone Cradle with Cable Tie Structure (CoQue - 케이블타이 구조를 이용한 휴대폰 거치대 디자인)

  • Kim, Shin;Kim, Soyoung
    • Proceeding of EDISON Challenge
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    • 제4회(2015년)
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    • pp.491-495
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    • 2015
  • Currently, selfie stick, a monopod take selfie photographs, got its popularity. Cradle used to connect selfie stick and smartphone usually uses electric force of spring to get smartphone fixed. But, using electric forces makes it hard to attach and detach smartphone from the cradle and gives possibility of smartphone falling down. CoQue suggests new solution of smartphone cradle by using cable tie (patent number US 8407863 B2) instead of electric force. It will give more easy and stable way of using selfie stick.

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Synchronization Technique of Mobile Phone using Cloud Service (클라우드 서비스를 이용한 모바일 폰의 동기화 기법)

  • Park, Hung-bog;Seo, Jung-hee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 한국정보통신학회 2016년도 추계학술대회
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    • pp.927-928
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    • 2016
  • In the past, the way of sharing data in various devices was to use a physical method such as USBs. The radical development of communications technology and the users, who possess various multimedia devices, caused the need for the new way that people could share their data in various devices, and providing various digital resources by using the cloud computing service helps people solve the limit to sharing the resources in their PC. Therefore, this paper is to suggest the technology for synchronization of mobile devices, and the user-centered cloud service is applied to the technology. Having conducted the experiment, it has been discovered that applying the synchronization of mobile devices using the cloud service enabled to conduct the auto file synchronization and to minimize the bandwidth consumed during the synchronization process between two devices.

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Analysis on the Difference in Perception Between Policy Providers and Users on the Factors that Activate the Innovation Cluster: Focusing on the Case of Daedeok Innopolis using AHP (혁신클러스터 활성화 요인에 대한 정책공급자와 수요자의 인식차이 분석: 대덕연구개발특구 사례에 대한 AHP 조사를 중심으로)

  • Park, Hwogeun;Bae, Kwanpy
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • 제16권3호
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    • pp.105-119
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    • 2021
  • The innovation cluster is formed by cooperation and networking among a number of actors, including companies, universities, research institutes, government and other supporting organizations, but the main subject of innovation in the venture ecosystem, which can be said to be the core of the innovation cluster, is the enterprise. Therefore, enterprises in innovation cluster can be seen as a major user of the innovation cluster policy. In order for the policy to be executed smoothly, policy acceptance is important. However, existing research on policy prioritization tends to be centered on policy providers, so it is necessary to check them from the perspective of policy users. Accordingly, this study conducted discussions from a two-way perspective to establish the correct policy direction through a balanced perspective between a policy provider-centered top-down perspective and a policy user's bottom-up perspective. First, the factors for activating the innovation cluster (three factors in the first level and 14 factors in the second level) were derived through prior research and expert interviews. After that, the importance of the factors for activating the innovation cluster was analyzed using AHP (Analytic Hierarchy Process) for the policy provider group and the user group in the Daedeok Innopolis, a representative case of innovation cluster policy. As a result of analyzing the importance of the innovation cluster activation factors from the perspectives of policy providers and users, some similarities were also seen, but overall differences in mutual perception were found. It was found that the policy provider group focused on innovation creation factors, while the policy user group viewed innovation creation, clusters, and industrial location factors from a more balanced perspective. This study is meaningful in that it deals with both perspectives in a balanced way by expanding the targets from the existing policy provider-centered research to policy users. In addition, practical contributions exist in the aspect of providing basic data so that policies can be carried out based on corporate needs in fostering innovation clusters.

A Study about Search Engine Interface Design including User's Search Goal (사용자 검색목적을 포함한 검색엔진 인터페이스에 관한 연구)

  • Jin, Beom-Suk;Ji, Yong-Gu
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 2부
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    • pp.304-309
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    • 2008
  • The development in information technology allowed most of the information around us into digital information, in other words, a database. The innovation increased the accessibility and helped this society change into an informational age. However, there is a shortcoming of this open source as the users have difficulty in assorting the information that s/he needs and realizing if the information provided is important. Therefore, the need for search engine has risen in such a way to increase the accessibility and facilitation of information provided to the users through searching the necessary information in the database by an easy and accurate way. This study aims to increase the utilization of search engine through relationship analysis between purpose of user and interface design factors of search engine. Also, it intends to propose design guidelines for search engine interface design in order to increase user satisfaction and usability. This study categorized and correlated the relationships of the purpose in using the search engine and types of search engine interfaces. This study explicates the critical properties in designing each search engine interface according to the purpose of the users in using them. Also, this study proposes recommendations for appropriate design guidelines for search engine interface and effective advertisement use through properties of interface and their importance. The search engine interface suggested from the result provides interface that allows efficient search for desired information and embrace a variety in users, eventually increasing the usability in search engine.

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A Study on IPTV Interaction Design through Virtual Channel Page - A Study on the way of Consuming Multimedia Contents of IPTV In User-Centered Design (가상 채널 페이지를 통한 IPTV 인터렉션 디자인 - 사용자 중심의 IPTV 멀티미디어 컨텐츠 소비 방법 연구)

  • Choi, Han-Jin;You, Hyun-Sun
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 2부
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    • pp.251-256
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    • 2008
  • 가상 채널을 통한 IPTV 인터렉션 디자인 -멀티미디어 컨텐트 소비를 중심으로 정해진 방송시간에 따라 일 방향적으로 프로그램 매제를 제공하던 TV 는 바야흐로 혁명의 시대를 맞고 있다. 이에 따라 사용자는 오랜 시간 기존의 TV 에서의 사용자 경험을 유지한 채, IPTV 라는 새로운 방식의 시스템을 경험하게 된다. 따라서 기존의 TV 사용자들도 이러한 새로운 형태의 TV를 거부감 없이 적극적으로 사용할 수 있도록 하기 위하여 사용자 중심의 인터렉션에 대한 연구와 인터페이스 개발의 필요성이 높아지고 있다. 본 연구에서는 현재 국내에 상용화된 IPTV 의 서비스들 중에서 주식, 쇼핑, 교통 등과 같은 양방향 서비스를 제외한 실시간 방송과 기존의 VOD 컨텐츠들을 포함한 멀티미디어 컨텐츠 소비에 대한 인터렉션 방법을 연구 범위로 정하였다. 본 연구를 위하여, 기존의 IPTV VOD 컨텐트의 소비 방식에 대해 다양한 사용자 리서치를 실시하였다. 그 결과 피 실험자들은 기존의 TV 에서 경험했던 것과 같이 단순하고 심플한 조작 방식으로 원하는 task 를 수행하여 각 목적에 맞는 결과를 얻는 것을 기대 한다는 것을 알 수 있었다. 그러나 실제 이 과정에서 피실험자들은 인터렉션 상의 여러 가지 문제점을 겪었는데, 특히 VOD 소비 방법의 accessibility 부분에서 해결해야 할 사용자 경험 요소들을 많음을 알 수 있었다. 따라서 본 연구를 통하여 현재 국내에 상용화된 IPTV 의 VOD 컨텐츠 소비 방식과 실시간 방송 컨텐츠를 소비함에 있어서 사용자가 만족하지 못하는 경험적 요소들을 집중적으로 연구하여, 기존의 TV 사용자가 더욱 적극적으로 멀티미디어 컨텐츠를 소비할 수 있는 방안으로 새로운 개념의 가상채널 인터렉션 방법을 제안하고자 한다.

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Computer Vision Based Efficient Control of Presentation Slides (컴퓨터비전에 기반한 효율적인 프리젠테이션 슬라이드 제어)

  • 박정우;석민수;이준호
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • 제40권4호
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    • pp.232-239
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    • 2003
  • This paper discusses the design and implementation of a human-oriented interface based on computer vision that efficiently controls presentation slides. The user does not have to be confined to a keyboard or mouse any more, and can move around more freely because slides for presentation can be up and down using a general laser pointer that is used for presentation. Regions for virtual buttons are set on the slide so that the user can conveniently point the buttons using the laser pointer. We have proposed a simple and efficient method that computes the button areas in the image without complicated calibration. The proposed method has been implemented based on Microsoft PowerPoint ; moreover it can be applied to other PowerPoint-like presentation softwares. Our method for human-centered slide control enables the user to give audiences a more interactive presentation in a natural way.

Development and Research of SMT(Smart Monitor Target) Game Interface for Airsoft Gun Users (AirSoft Gun 사용자를 위한 SMT(Smart Monitor Target)게임 인터페이스 개발 연구)

  • Chung, Ju Youn;Kang, Yun Geuk
    • Journal of Information Technology Applications and Management
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    • 제28권1호
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    • pp.83-93
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    • 2021
  • The purpose of this study was to develop a personalized SMT (smart monitor target) game interface for game users who enjoy airsoft sports as individual purchases of SMT have increased since the advent of the untouched era. For this study, the UX (user experience) of the game interface was designed based on previous research. In particular, the personalized game service was reinforced by adding the CP (command post) of the SMT system that performs the home function of the console game, which was intended to help the user maintain immersed in the game in the personalized space of the SMT. Major design elements for the SMT game interface included layout, color, graphics, buttons, and text, and the interface design was proceeded based on them. After composing a grid with a layout in which the tab function was applied to the interface with a vertical three-segment structure and the outer margin value secured, the military camouflage pattern and texture were applied to the colored tone to perform graphics work. Targets and thumbnails were produced as illustrations using experts to ensure the consistency of the interface, and then function buttons and texts on each page were used concisely for intuitive information delivery. The design sources organized in this way were developed using the Unity engine. In the future, we hope that game user-centered personalized interfaces will continue to develop and provide differentiated services unique to SMT systems in the airsoft gun market.

A Proposal for Zoom-in/out View Streaming based on Object Information of Free Viewpoint Video

  • Seo, Minjae;Paik, Jong-Ho;Park, Gooman
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제16권3호
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    • pp.929-946
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    • 2022
  • Free viewpoint video (FVV) service is an immersive media service that allows a user to watch it from a desired location or viewpoint. It is composed of various forms according to the direction of the viewpoint of the provided video, and includes zoom in/out in the service. As consumers' demand for active watching is increasing, the importance of FVV services is expected to grow gradually. However, additional considerations are needed to seamlessly stream FVV service. FVV includes a plurality of videos, video changes may occur frequently due to movement of the viewpoint. Frequent occurrence of video switching or re-request another video can cause service delay and it also can lower user's quality of service (QoS). In this case, we assumed that if a video showing an object that the user wants to watch is selected and provided, it is highly likely to meet the needs of the viewer. In particular, it is important to provide an object-oriented FVV service when zooming in. When video zooming in in the usual way, it cannot be guaranteed to zoom in around the object. Zoom function does not consider about video viewing. It only considers the viewing screen size and it crop the video view as fixed screen location. To solve this problem, we propose a zoom in/out method of object-centered dynamic adaptive streaming of FVV in this paper. Through the method proposed in this paper, users can enjoy the optimal video service because they are provided with the desired object-based video.