RISS 학술연구정보서비스

검색
다국어 입력

http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.

변환된 중국어를 복사하여 사용하시면 됩니다.

예시)
  • 中文 을 입력하시려면 zhongwen을 입력하시고 space를누르시면됩니다.
  • 北京 을 입력하시려면 beijing을 입력하시고 space를 누르시면 됩니다.
닫기
    인기검색어 순위 펼치기

    RISS 인기검색어

      검색결과 좁혀 보기

      선택해제
      • 좁혀본 항목 보기순서

        • 원문유무
        • 원문제공처
        • 등재정보
        • 학술지명
          펼치기
        • 주제분류
          펼치기
        • 발행연도
          펼치기
        • 작성언어

      오늘 본 자료

      • 오늘 본 자료가 없습니다.
      더보기
      • 무료
      • 기관 내 무료
      • 유료
      • SCIESCOPUSKCI등재
      • 진료환경에서의 양방향 커뮤니케이션을 위한 Clinic Data Chart 시각화 연구

        강하영(Ha Young Kang),손유진(Yoo Jin Son),권나영(Na Young Kwon),박윤하(Yoon Ha Park),이민석(Min Seok Lee),조재형(Jae Hyoung Cho),윤재영(Jae Young Yun) 한국HCI학회 2019 한국HCI학회 학술대회 Vol.2019 No.2

        본 연구는 2018년 (주)iKooB Inc.와 홍익대학교 디자인학부 시각디자인 대학원의 산학협력으로 진행된 진료 환경에서의 양방향 커뮤니케이션을 위한 Clinic Data Chart 시각화에 관한 연구이다. 본 연구의 대상은 진료실에서 진료 시에 사용하는 환자의 Health Data를 담은 Chart 중 당뇨, 통증, 체온과 관련된 Data Chart의 시각화이다. 이를 통해 본 연구는 그간 수치데이터로만 이루어져 있는 환자의 Health Data를 시각화하여 짧은 진료 시간 안에 의사와 환자 간소통을 보다 효과적으로 도울 수 있는 시각적 가능성을 모색하는 것을 목적으로 한다. 이는 결과적으로 의사에게는 환자의 상태에 대해 명확히 파악하고 보다 더 적극적인 진단과 처방으로 나아가는 길을, 환자에게는 기존의 접근하기 어려웠던 자신의 Health Data를 보다 직관적인 시각적 장치로 이해하고 자신의 건강관리의 동기를 유발하는 길을 제시하고자 하는 의의를 지닌다.

      • KCI등재

        가상세계 아바타의 외형 단계에 따른 사용자 경험 -메타버스 커뮤니케이션 상황을 중심으로-

        윤여은 ( Yun Yeo-eun ),윤재영 ( Yun Jae-young ) 커뮤니케이션디자인학회 2022 커뮤니케이션 디자인학연구 Vol.81 No.-

        In this study, to secure a social presence that has emerged as a significant topic in untact society, aims to propose the design direction of avatars used for communication in the virtual world by identifying the most suitable appearance stage of the avatar for the virtual world communication situation. Experiments were produced by classifying the avatar appearance stages into 3 categories. Open coding was conducted from the data collected from Gen Z, the main users of metaverse, the most actively used in the virtual world recently. When using the virtual world for social activities, the realistic stage, the animation stage for communication, or customization, and the extreme-simplification stage for simple conversation in the game was found to be the most appropriate. It is expected that matching level of avatar’s personification stage and non-verbal expressions will reduce the separation and increase understanding. Through these results, it was possible to confirm the relationship between the appearance stage and non-verbal expression of the avatar, and the difference in user experience in the virtual world communication situation, The research results derived from this study can be used as a reference for the development of avatar designs to improve user experience of communication situations in future online virtual world. It is expected to be used as basic data for research on the metaverse and virtual world avatar.

      • 인테리어 디자인을 위한 온라인 서비스의 사용자 경험 연구

        김영롱(Young Long Kim),윤재영(Jae Young Yun) 한국HCI학회 2017 한국HCI학회 학술대회 Vol.2017 No.2

        스스로 주거공간 꾸미기를 원하는 소비자들의 욕구를 충족시키기 위해 다양한 온라인 서비스들이 끊임없이 등장하고 있다. 이러한 서비스들은 소비자들이 단순히 제품을 보고 구매할 수 있는 온라인 환경을 넘어 가상의 공간 안에서 소비자들이 직접 제품을 배치해보고 원하는 대로 공간을 디자인 할 수 있는 경험을 제공하기도 한다. 본 연구에서는 인테리어 디자인을 위한 온라인 서비스 사례에 대하여 조사하고, 인터랙션이 가능한 온라인 서비스를 분류하여 사용자 경험 연구를 진행하였다. 이를 통해 유형별 서비스들의 장단점을 파악할 수 있었으며 각각의 서비스에 관한 사용자들의 경험요소들을 분석하였다. 본 연구는 인테리어를 위한 온라인 플랫폼의 사용자 경험 연구를 통해 온라인 서비스 환경을 개선할 수 있는 방향성을 제시하는데 그 의의가 있다.

      • KCI등재

        실내 디자인을 위한 온라인 서비스의 사용자 경험 연구

        김영롱 ( Kim Young-long ),윤재영 ( Yun Jae-young ) 커뮤니케이션디자인학회 2017 커뮤니케이션 디자인학연구 Vol.59 No.-

        The modern interior space is not only a prerequisite for living but it has become an instrument to express the individuality and values of residents. With this trend, interior design companies have introduced various products and services to satisfy customer needs in both online and offline environments. This thesis first demonstrates the importance of online services for interior design, and based on advanced research and case studies, derives the four types of online services which allow customer interaction. Based on this, the user experience elements, namely utility, usability, availability, aesthetics and offline issues, of each type of online services were assessed through in-depth interviews. In addition, the factors affecting purchase and visit intention were analysed. Using this analysis, the thesis proposes ways to improve the online environment for interior design

      • KCI등재SCOPUS

        사용자 기만 디자인이 사용자 경험과 재구매 의도에 미치는 영향

        강하영(Ha Young Kang),윤재영(Jae Young Yun) 한국디자인학회 2020 디자인학연구 Vol.33 No.3

        Background : ‘Dark Patterns of UX Design’ is a user experience design that misleads or tricks users to execute something by deceiving users or hiding necessary information. Sometimes the deception may seem like design mistakes of the system, but it is meticulously designed based on an understanding of human psychology. In this paper we renamed Brignull’s ‘Dark Patterns’ as ‘User Deception Design’ in Korean and empirically investigated user experience of the ‘unsubscription and refund’ process, which is a representative example of a user deception design. Methods : The experiment was conducted in a face-to-face experiment with 100 male and female South Korean (hereafter, Korean) users to study user deception design, which typically appears in the process of termination and refund of digital music services. Prototypes were produced for this experiment and participants performed unsubscription and refund tasks by using the protypes. The differences of user task performance and experience according to user deception design types, a correlation between user experience elements in user deception design types, and the effects of user experience elements on repurchase intention, were investigated for this experiment. One-way ANOVA, correlation analysis, and multiple regression analysis were used to demonstrate the research problems. Results : First, the differences of user task performance and experience according to user deception design types were found statistically in all types. Second, the correlation between ‘emotional experience-repurchase intention’ was found to be the strongest in all types, but at the types of ‘Interface interference’ and ‘Forced action’, no significant correlation was found between ‘visual experience-repurchase intention’. Third, in the types of ‘Nagging’, ‘Obstruction’, and ‘Interface interference’, visual and procedural experiences are most likely to influence repurchase intention. In the types of ‘Sneaking’ and ‘Forced action’, only the emotional experience influenced the repurchase intention. Overall, the difference in user experience occurs depending on whether the user’s goal achievement is completed within the mobile service (‘Nagging’, ‘Obstruction’, and ‘Interface interference’), or extended to the outside of the service (’Sneaking’ and ‘Forced Action’). Furthermore, it was found that this difference has a significant influence in determining repurchase of the service. Conclusions : This study introduced the concept of ‘user deception design’ and its types, which was not well known and was lacking in research in South Korea. In addition, beyond the collection and classification of cases, this user’s empirical research has statistically revealed the differences of user task performance and experience, the correlation between them, and the influential relationships to the intention to repurchase according to user deception design types. Through this study, we expect that the design ethics discourse and discussion in the field of UX and HCI will be more actively expanded.

      • 텍스트 데이터 시각화에 대한 번역학적 접근

        한민영(Min Young Han),윤재영(Jae Young Yun) 한국HCI학회 2018 한국HCI학회 학술대회 Vol.2018 No.1

        비정형 데이터의 분석 중 대부분을 차지하고 있는 텍스트 데이터는 텍스트가 가지고 있는 재료의 속성상 적용 및 해석이 다양하여 분석하고 시각화하기 용이하지 않다. 텍스트는 기계적으로 이해되기 어렵다. 따라서 기계적으로 분석하기 어렵다. 텍스트는 그 생성과 수용이 객관적인 상관물로 유동적, 가변적으로 생산되고 수용된다. 본 연구에서는 번역학에서 텍스트를 수용하고 재발신하는 과정이 텍스트 데이터를 시각화하는 과정과 맥락을 같이 한다고 보고, 번역학에서의 텍스트 분석 및 수용, 재발신하는 과정을 탐색하여 텍스트 데이터 시각화에 어떠한 의미를 지니는지 고찰하고자 했다. 본 연구의 목적은 첫째로 텍스트 데이터 시각화 재료인 텍스트의 본질적인 특성에 대하여 살펴보고 둘째로 재발신자로서 텍스트 데이터 시각화와 번역학 사이에 존재하는 텍스트 접근법의 의의와 한계를 밝히는 것이다.

      • KCI등재

        셀프모니터링이 스마트폰 사용 습관 변화에 미치는 영향

        이재하 ( Lee Jae-ha ),윤재영 ( Yun Jae-young ) 커뮤니케이션디자인학회 2022 커뮤니케이션 디자인학연구 Vol.81 No.-

        Currently smartphone app services are focused on making people become addicted. The problem with addictive technology can be largely categorized into the following: exposure to inaccurate information, cognitive dissonance, damage to physical and mental health and weakened social relationships. There has been active research on finding solutions for smartphone overuse, which has emerged as a social problem. Digital wellbeing, which allows users to recognize their smartphone usage and control their app use time, is considered as one of the core technologies that help users break away from smartphone addiction. However, there is insufficient research on the effects of digital wellbeing. For this reason, the author will study the changes that occur in users’ cognitive and behavioral stages when they continue to self-monitor themselves with dashboard, the core technology of digital wellbeing. The research model takes a systematic approach by subdividing the stages of behavior as well as utilizing the transtheoretical model (TTM) which has proven its theoretical and practical validity through various previous studies. Research participants were limited to those who had no knowledge of digital wellbeing or were disinterested even if they were aware of it. The 89 participants who expressed the intent to participate in the research were separated into the experimental group and the comparison group. The comparison group only filled out surveys prior to and after the three weeks of experiment whereas the experimental group committed to the digital wellbeing self-monitoring once a day for three weeks in addition to the surveys. The results of this study are as follows. Continued digital wellbeing self-monitoring will bring significant changes in the stages of change (SOC) showed that it had a significant effect on the experimental group PC -- a group within the experimental group which had no interest in behavioral change and was apathetic to taking necessary measures for change. and the group also showed significant changes in self-efficacy (SE), decisional balance (DB), and process of change (POC) in the stages of behavioral change. Digital wellbeing self-monitoring has a clear cognitive effect on smartphone use habits. Also, users will take action to improve their smartphone use habits depending on their personalities and the level of their awareness of smartphone addiction. However, the found result is only effective while using the digital wellbeing self-monitoring feature and when the users no longer utilize digital wellbeing, then their smartphone use habits return to the pre-experimental level. This study is meaningful in that it identified the group in which self-monitoring, a key feature of digital wellbeing, is most effective and conducted in-depth analysis of the cognitive effects that digital wellbeing self-monitoring has on the group. The author anticipates this study to serve as valuable data for the development of digital wellbeing services.

      • 체험마케팅을 위한 디지털미디어 서비스 연구

        최보윤(Bo Yun Choi),윤재영(Jae Young Yun) 한국HCI학회 2018 한국HCI학회 학술대회 Vol.2018 No.1

        디지털 환경이 발달하면서, 디지털 미디어를 활용한 브랜드의 체험마케팅이 증가한 반면, 실제 디지털 미디어를 활용한 체험 마케팅의 효과에 대한 연구는 부족한 실정이다. 이에 본 연구는 화장품 브랜드 들이 디지털미디어를 활용 하여 체험 마케팅을 제공하고 있는 사례를 분석하여 유형을 도출하고, 유형별 특징을 분석하였다. 나아가 위의 유형을 대표하는 브랜드의 체험 마케팅을 경험한 사용자를 대상으로 사용자 심층 인터뷰를 실시하여 디지털 미디어를 활용한 체험 마케팅 서비스의 한계점을 도출하였다. 그 결과, 디지털 미디어를 활용한 체험 마케팅 서비스는 적극적 활용 유형, 소극적 활용 유형, 비 활용 유형으로 구분 되었으며, 적극적 활용 유형은 서비스 시작 단계에서 디지털 미디어의 활용도가 낮고, 소극적 활용 유형은 서비스 사용 후 디지털 미디어 활용도가 낮은 것으로 나타나 이를 보완한 서비스가 필요함을 시사한다.

      • KCI등재

        근거이론을 바탕으로 한 VR 웹툰의 사용자 행태 분석 -스피어툰의 VR 웹툰을 중심으로-

        홍영미 ( Hong Young-mi ),배민정 ( Bae Min-jeong ),전민석 ( Jeon Min-seok ),윤재영 ( Yun Jae-young ) 커뮤니케이션디자인학회 2020 커뮤니케이션 디자인학연구 Vol.70 No.-

        This study is a qualitative study conducted to analyze the user experience, focusing on VR webtoon published in Sphere Toon, a VR webtoon platform. The researcher recruited 15 adults between the ages of 20 and 40 using purposive sampling. Interviews were conducted after the subjects were recruited for the study. Transcripts were then prepared after the interviews. Using the information gathered as raw data, open coding, axial coding, and selective coding were analyzed step-by-step based on the grounded theory methodology. As a result, a total of 126 concepts were derived from the study and then abstracted into 7 upper categories and 17 subcategories. The results were presented in a paradigm model by axis coding. Afterwards, the core category was identified through the selective coding step to determine “the derived type of people who used VR webtoon.” This data was then used to analyze usage behavior. The usage behavior of VR webtoon was found to be divided into expecting a possible development of VR webtoon and being satisfied with current level of technology. This study is expected to serve as the basic data for suggesting behavioral strategies for the continuous usage to provide assistance for the development of VR webtoon.

      연관 검색어 추천

      이 검색어로 많이 본 자료

      활용도 높은 자료

      해외이동버튼