• Title/Summary/Keyword: developer experience

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Development of Game Developer Career Experience Program using Scratch (스크래치를 활용한 게임 개발자 진로체험 프로그램 개발)

  • Kim, Soohwan;Kim, Sanghong
    • The Journal of Korean Association of Computer Education
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    • v.23 no.1
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    • pp.45-52
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    • 2020
  • The purpose of this study is to develop a game developer career experience program that promotes student participation and to verify its effectiveness. The game developer career experience education program currently operated by Job World is composed of passive course, which makes students less interesting and only passive activities are possible. In this study, we improved the existing coursework type program to experience actual game development using scratch to promote learner participation. Scratch can be created and shared, giving students the opportunity to create their own work. Therefore, this study developed the game developer career experience education program using scratch and verified its effect. Two Delphi tests were conducted to develop the training program and one expert council was held. In addition, pilot classes were conducted from 22 elementary school students and 30 middle school students, and the satisfaction test was conducted. As a result, the developed educational program showed positive results in terms of help, satisfaction, effectiveness, and awareness.

Improvement in Operation Efficiency for Chip Mounter Using Web Server

  • Lim, Sun-Jong;Joon Lyou
    • International Journal of Precision Engineering and Manufacturing
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    • v.4 no.6
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    • pp.5-11
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    • 2003
  • The number of the enterprises which utilize network technology has been increasing for solving problems such as productivity improvement, market trend analysis, and material collection for making decision. Especially, the management of equipment and the recovery time reduction when machines break down are very important factors in productivity improvement of the enterprise. Currently, most of the remote trouble diagnosis of equipment using the internet have just one function of transmitting the trouble information to the user. Therefore it does not directly reflect the user's recovery experience or the developer's new recovery methods. If the user's experienced recovery methods or the developer's recovery methods as well as the basic recovery methods are reflected online or on the internet, it makes it possible to recover faster than before. In this paper, we develop a Remote Monitoring Server (RMS) for chip mounters, and make it possible to reduce the recovery time by reflecting the user's experience and developer's new methods in addition to presenting the basic recovery methods. For this, trouble recovery concept will be defined. Based on this, many functions(trouble diagnosis, the presentation of the basic recovery methods, user's and developer's recovery method, counting function of the trouble number of each code, and presentation of usage number of each recovery methods) were developed. By utilizing the reports of the actual results of chip mounter and the notice function of the parts change time, the rate of operation of the chip mounter can be improved.

Eye Gaze Information and Game Level Design according to FPS Gameplay Beats

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of information and communication convergence engineering
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    • v.16 no.3
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    • pp.189-196
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    • 2018
  • Player's actions in a game occur in the process of gameplay experiences in a play space designed by the developer according to preset gameplay beats. Focusing on beats that induce a first-person shooter (FPS) game's main gameplay, this paper analyzes the differences in eye gaze information found in different players during the course of gameplay. For this research goal, the study divides the beat areas in which play actions appear in association with gameplay beats at a typical FPS game level, repeatedly conducts tests in accordance with a player's experience level (novice and expert group), and collects and analyzes eye gaze information data in three types of beat areas. The analysis result suggests concrete guidelines for game level design for different beat areas based on an FPS game player's experience level. This empirical experiment method and result can lessen repetitive modification work for game level design and consequently be utilized for optimizing the game level to the developer's intention.

A proposal of State management model, to improve the developer experience (개발자경험 향상을 위한 상태관리모델 제안)

  • suwon Lim;jisik Mo;jaewhan Kwon;myungho Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.561-562
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    • 2023
  • 본 연구는 상태관리를 위한 새로운 모델, Quantum State Management (QSM)을 제안한다. QSM은 어플리케이션의 상태를 Quantum이라는 최소 단위로 나누어 비동기 및 병렬처리를 최적화하며, 상태의 추적가능성을 높이는 모델이다. 본 연구에서는 QSM의 개념을 제시하고 이를 Flux 패턴의 Redux와 비교하여 QSM이 갖는 장점과 비교한다.

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Bayesian Reliability Estimation of a New Expendable Launch Vehicle (신규 개발하는 소모성 발사체의 베이지안 신뢰도 추정)

  • Hong, Hyejin;Kim, Kyungmee O.
    • Journal of Korean Society for Quality Management
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    • v.42 no.2
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    • pp.199-208
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    • 2014
  • Purpose: This paper explains how to obtain the Bayes estimates of the whole launch vehicle and of a vehicle stage, respectively, for a newly developed expendable launch vehicle. Methods: We determine the parameters of the beta prior distribution using the upper bound of the 60% Clopper-Pearson confidence interval of failure probability which is calculated from previous launch data considering the experience of the developer. Results: Probability that a launch vehicle developed from an inexperienced developer succeeds in the first launch is obtained by about one third, which is much smaller than that estimated from the previous research. Conclusion: The proposed approach provides a more conservative estimate than the previous noninformative prior, which is more reasonable especially for the initial reliability of a new vehicle which is developed by an inexperienced developer.

A Study on the Characteristics of AI Fashion based on Emotions -Focus on the User Experience- (감성을 기반으로 하는 AI 패션 특성 연구 -사용자 중심(UX) 관점으로-)

  • Kim, Minsun;Kim, Jinyoung
    • Journal of Fashion Business
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    • v.26 no.1
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    • pp.1-15
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    • 2022
  • Digital transformation has induced changes in human life patterns; consumption patterns are also changing to digitalization. Entering the era of industry 4.0 with the 4th industrial revolution, it is important to pay attention to a new paradigm in the fashion industry, the shift from developer-centered to user-centered in the era of the 3rd industrial revolution. The meaning of storing users' changing life and consumption patterns and analyzing stored big data are linked to consumer sentiment. It is more valuable to read emotions, then develop and distribute products based on them, rather than developer-centered processes that previously started in the fashion market. An AI(Artificial Intelligence) deep learning algorithm that analyzes user emotion big data from user experience(UX) to emotion and uses the analyzed data as a source has become possible. By combining AI technology, the fashion industry can develop various new products and technologies that meet the functional and emotional aspects required by consumers and expect a sustainable user experience structure. This study analyzes clear and useful user experience in the fashion industry to derive the characteristics of AI algorithms that combine emotions and technologies reflecting users' needs and proposes methods that can be used in the fashion industry. The purpose of the study is to utilize information analysis using big data and AI algorithms so that structures that can interact with users and developers can lead to a sustainable ecosystem. Ultimately, it is meaningful to identify the direction of the optimized fashion industry through user experienced emotional fashion technology algorithms.

Analysis of Requirements Using Quality Function Deployment (QFD) in Virtual Reality(VR) (가상현실(VR)에서 품질기능전개(QFD)를 활용한 요구사항 분석)

  • Park, Jihye;Kim, Mincheol
    • Journal of Distribution Science
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    • v.17 no.2
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    • pp.101-107
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    • 2019
  • Purpose - The purpose of this study is to analyze the user requirements and developer requirements in virtual reality(VR), and suggest ways to increase the satisfaction of users who experience virtual reality. Specifically, focused on experience store of VR as a distribution retailer, user requirements were analyzed according to the results of previous research that the characteristics of Affordance, Presence, and Head Mounted Display (HMD) affect user satisfaction. Research, design, data, and methodology - Based on previous studies, in this study, we analyzed the importance of immerse, interaction, perception, and presence for the satisfaction of the user through the questionnaire, and the user experiences virtual reality (VR) The importance of HMD, Presence, Affordance, and experience satisfaction were analyzed. Based on this, we analyzed the user requirements and the developer requirements based on the questionnaires and interviews of the experts, starting from the user's desire or preference using QFD technique. Results - As a result of the analysis, the development factors that occupied a big part in the virtual reality field appeared to be visual. In detail, this showed that there was a lack of sense of presence for users. This should be improved. This paper shows that the requirements for visual, auditory, and tactile development are necessary. For the satisfaction of the users of virtual reality (VR) users, it is necessary to develop them according to their priority in consideration of importance and difficulty in the future. Conclusions - In this study, it was suggested that development according to priority should be considered, considering the difficulty level. Based on the results of this study, the following suggestions are made. First, we tried to search the list of user requirements as much as possible, but it is likely to change due to the development of VR technology. Therefore, it is necessary for developers to continually supplement user requirements with recent research literature. Second, development priorities according to difficulty level should be considered. This aspect should be considered in the actual VR development process, so if the numerical value of the difficulty is calculated, it should be presented in the research.

A Study on the Possibility of Digital Design in Architectural Design (건축디자인에서 디지털디자인의 적용가능성에 관한 연구)

  • Chang, Young-Hee
    • Journal of The Korean Digital Architecture Interior Association
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    • v.2 no.1
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    • pp.1-8
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    • 2002
  • Purpose of this study is studying direction that change of design by development of new digital technology. And with new technology, find direction of architectural design. Digital technology for architectural design demonstrates hightechnology or is not limit. Must recognize change for our idea and necessity. We can know change in relation of photography and impressionism. Idea and hitting on a thought which is arts by new technology changed. Finally, we must develop techniques of design on the basis of technology and look for possibility of new expression. Digital medium expands communication with designer and customer because there is special quality of nonlinearity, interactivity and audiovisuality unlike old medium. Digital medium can take advantage of techniques of new design. Can construct R&D and database of design and improve quality of design. Designer must master use skill to take advantage of digital technology in design. Because quality of design becomes different according to degree that use. Also, developer of digital technology must supply design tool such as previous design method. Creativity that architectural design that allow fetters in digital technology can understand design in new viewpoint is required. Architectural design may be magnified by architectural design that allow fetters in multimedia. We may see experience between new time and space of architectural design and reappearance space reappeared in cyberspace. Architect is going to run role as developer of culture. Value and technology of digital design may offer more more possibility and an opportunity since Intustrial-Revolution.

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A study on user satisfaction in TUI environment (TUI 환경의 유저 사용 만족도 연구)

  • Choi, heungyeorl;Yang, seungyong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.4
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    • pp.113-127
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    • 2015
  • An interface in smart device environment is changing to TUI(touch user interface) environment where a system is being controlled by physical touch, differently from a system controlled through conventional mouse and keyboard. What is more important than anything else in this TUI environment is to implement interface in consideration of learn ability and cognitive constructivism according to user's experience. Therefore, now is the time when it is necessary to carry out various studies on smart content design process going a step farther together with discussing the details of user's experience factor. Hence, this study was intended to look into what effect a user's experiential traits had on the production of contents for the purpose of measures for improving TUI user satisfaction in order to effectively realize contents in smart environment. Results were yielded by using a statistical empirical analysis such as cross-tabulation analysis according to important variable and user, paired t-test, multiple response analysis, and preference frequency analysis of user preference on the basis of a survey. As a result, a system was presented for implementing DFSS(Design For Six Sigma) process. TUI experience factor can be divided into direct habitual experience, direct learning experience, indirect habitual experience, and indirect learning experience. And in the results of study, it was possible to find that the important variables of this study had a positive effect on the improvement of use satisfaction with contents on the whole according to the user convenience of smart contents. This study is expected to have a positive effect on efficient smart device-based contents production by providing objective information according to empirical analysis to smart media-based developer and designer and presenting a model for improving the changed TUI usability.

Study of Planning of Contents for Optimal Experience on Tourism (최적경험 제공을 위한 관광콘텐츠 기획에 관한 연구)

  • Kwag, KyoungHee;Kim, Kijeong
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.735-745
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    • 2013
  • Tour industry has been growing with increasing of people leisure time quantitatively as well as qualitatively. Especially, region tourist industry shows rapid growth because of the development of transportation and communication. Tourist contents that representing the region have been developing briskly. However there are many nominal tourist contents have just region differentiation with same attribute and composition. It has to be consider about tourist first not a contents provider or a developer. To be memorable tourist contents and to connect to consumption, understanding about tourist is needed. So 'Experience' will be standards when tourist contents is planned. In that sense, experience 4factors from Experience Economy and Challenge-skill model from Flow will be frames for giving shape to develop tourist contents. Experience 4factors from Experience Economy suggests 4factors for the superb enjoyment to tourists, and Challenge-skill model from Flow proposes balanced contents for understanding tourists. They will contribute to suggest planning frames for sustainable tourist contents and it lead to tourists' reinstation.