• Title/Summary/Keyword: 멀티쇼핑

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A study on the navigation methods according to the types of website and task (웹사이트 종류와 태스크 타입에 따른 사용자의 네비게이션 유형에 대한 연구)

  • 김소영;이건표
    • Archives of design research
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    • v.16 no.1
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    • pp.261-270
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    • 2003
  • This paper focuses on the navigation methods which users select in different websites or for different tasks. Identifying the preferred navigation methods used for each case would help developers to construct the structure of website more effectively and confidently. To achieve the goal, this paper presents a framework on the classification of links as S_link and C_link. Then experiment is designed in order to evaluate the type of preferred link in each case. For the experiment, two different types of prototype websites such as news sites and shopping sites were constructed for which two different types of tasks such as goal-centered tasks and process-centered tasks were given to users. Particularly, to minimize the effects of visual elements and technical difference, prototype websites were produced with only HTML, not JavaScript nor Shockwave Flash. The result showed dearly that type of tasks had more significant effects on users navigation patterns than type of website. And users are more dependent on the S_link in the goal-centered task and on the C_link in the process-centered task. These findings were more apparent at the Qualitative test which was conducted for the comparative analysis between prototype site and real site.

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Document Ranking of Web Document Retrieval Systems (웹 정보검색 시스템의 문서 순위 결정)

  • An, Dong-Un;Kang, In-Ho
    • Journal of Information Management
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    • v.34 no.2
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    • pp.55-66
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    • 2003
  • The Web is rich with various sources of information. It contains the contents of documents, multimedia data, shopping materials and so on. Due to the massive and heterogeneous web document collections, users want to find various types of target pages. We can classify user queries as three categories according to users'intent, content search, the site search, and the service search. In this paper, we present that different strategies are needed to meet the need of a user. Also we show the properties of content information, link information and URL information according to the class of a user query. In the content search, content information showed the good result. However, we lost the performance by combining link information and URL information. In the site search, we could increase the performance by combining link information and URL information.

Issues of Applying Intelligent RSS Framework to Electronic Commerce (전자상거래의 지능형 RSS 도입을 위한 이슈 분석과 지능형 RSS 프레임워크의 제안)

  • Park, Sang-Un;Kang, Ju-Young;Kim, Woo-Ju
    • The Journal of Society for e-Business Studies
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    • v.12 no.2
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    • pp.269-290
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    • 2007
  • RSS is a core component of Web 2.0 which is expected to lead the most important innovation in the new IT environment. In that sense, it is actively utilized to distribute Web contents in various areas such as news, blog, multimedia, medical information, and conference and journal information. Also, it is expected to be a major effective marketing tool in electronic commerce domain. In the paper, we analyzed the problems of current utilization of RSS in domestic shopping malls, and suggest requirements for the effective use of RSS in electronic commerce. Furthermore, we proposed various issues and answers on the implementation of the requirements, and designed the intelligent RSS framework for electronic commerce based on the issues. Syntactic and semantic interoperability between the RSS service provider and the user is one of the most important issues in the framework. We suggested how to implement the interoperability based on Semantic Web technologies.

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Auto-tagging Method for Unlabeled Item Images with Hypernetworks for Article-related Item Recommender Systems (잡지기사 관련 상품 연계 추천 서비스를 위한 하이퍼네트워크 기반의 상품이미지 자동 태깅 기법)

  • Ha, Jung-Woo;Kim, Byoung-Hee;Lee, Ba-Do;Zhang, Byoung-Tak
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.10
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    • pp.1010-1014
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    • 2010
  • Article-related product recommender system is an emerging e-commerce service which recommends items based on association in contexts between items and articles. Current services recommend based on the similarity between tags of articles and items, which is deficient not only due to the high cost in manual tagging but also low accuracies in recommendation. As a component of novel article-related item recommender system, we propose a new method for tagging item images based on pre-defined categories. We suggest a hypernetwork-based algorithm for learning association between images, which is represented by visual words, and categories of products. Learned hypernetwork are used to assign multiple tags to unlabeled item images. We show the ability of our method with a product set of real-world online shopping-mall including 1,251 product images with 10 categories. Experimental results not only show that the proposed method has competitive tagging performance compared with other classifiers but also present that the proposed multi-tagging method based on hypernetworks improves the accuracy of tagging.

The Impact of Comfort of built Environment and Microclimate on Outdoor Activities in Urban Space (건조환경의 쾌적성과 미기후가 도시공간의 외부활동 지속에 미치는 영향 분석)

  • Jeong, Yunnam;Lee, Gunwon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.5
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    • pp.565-575
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    • 2019
  • This study aimed to examine the influence of physical environment, microclimate, and comfort on sustaining outdoor activities. This study has identified the main factors that influence sustaining outdoor activities as physical environment, comfort in the physical environment, microclimate and microclimate comfort. For analysis, the study conducted the investigation on pedestrian walkability during spring, summer and winter of the year 2017. The microclimate levels were also recorded at the same time. The method of logit regression analysis was used to analyze these outcomes. The result showed that the comfort and safety of the physical environment as well as the ideal climatic conditions, in terms of temperature, wind level, and solar insolation, were related to sustaining outdoor activities. Also, walking and shopping in the physical and climatic environment were the factors that were found to be more influenced than the act of remaining in a place and forming conversations.

Adolescents' Gaming Disorder Study and Parenting Attitude : Based on the Escape Theory (부모양육태도와 청소년 게임과몰입 연구 : 도피이론을 중심으로)

  • Lee, Daeyoung;Jeoung, Euijun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.8
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    • pp.199-208
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    • 2019
  • The escape theory is the theory of problem behavior such as suicide. The purpose of this study is to investigate the causes of gaming disorder, which has been attracting attention as a typical youth problem, through escape theory. Suicide theory is a process in which the problem triggered by the negative external environment flows into internal attribution and self-criticism, and this leads to a process leading to problematic behavior with disgust self-awareness. This process was applied to the environment, psychology, and behavior of adolescents. As a result, the lack of affection and consistency of the parents resulted in negative external environment, which affected the self-esteem of children by creating a negative external environment. And low self-esteem caused negative emotions, lowered self control, and confirmed to induce game addiction. The results of this analysis show that game addiction has a structure similar to obsessive behaviors such as binge eating and shopping addiction explained through the escape theory model and it is necessary to concentrate more on the environmental psychological factors for game addiction research.

Design of AHRS using Low-Cost MEMS IMU Sensor and Multiple Filters (저가형 MEMS IMU센서와 다중필터를 활용한 AHRS 설계)

  • Jang, Woojin;Park, Chansik
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.1
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    • pp.177-186
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    • 2017
  • Recently, Autonomous vehicles are getting hot attention. Amazon, the biggest online shopping service provider is developing a delivery system that uses drones. This kinds of platforms are need accurate attitude information for navigation. In this paper, a structure design of AHRS using low-cost inertia sensor is proposed. To estimate attitudes a Kalman filter which uses a quaternion based dynamic model, bias-removed measurements from MEMS Gyro, raw measurements from MEMS accelerometer and magnetometer, is designed. To remove bias from MEMS Gyro, an additional Kalman filter which uses raw Gyro measurements and attitude estimates, is designed. The performance of implemented AHRS is compared with high price off-the-shelf 3DM-GX3-25 AHRS from Microstrain. The Gyro bias was estimated within 0.0001[deg/s]. And from the estimated attitude, roll and pitch angle error is smaller than 0.2 and 0.3 degree. Yaw angle error is smaller than 6 degree.

Implementation of a Library Function of Scanning RSSI and Indoor Positioning Modules (RSSI 판독 라이브러리 함수 및 옥내 측위 모듈 구현)

  • Yim, Jae-Geol;Jeong, Seung-Hwan;Shim, Kyu-Bark
    • Journal of Korea Multimedia Society
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    • v.10 no.11
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    • pp.1483-1495
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    • 2007
  • Thanks to IEEE 802.11 technique, accessing Internet through a wireless LAN(Local Area Network) is possible in the most of the places including university campuses, shopping malls, offices, hospitals, stations, and so on. Most of the APs(access points) for wireless LAN are supporting 2.4 GHz band 802.11b and 802.11g protocols. This paper is introducing a C# library function which can be used to read RSSIs(Received Signal Strength Indicator) from APs. An LBS(Location Based Service) estimates the current location of the user and provides useful user's location-based services such as navigation, points of interest, and so on. Therefore, indoor, LBS is very desirable. However, an indoor LBS cannot be realized unless indoor position ing is possible. For indoor positioning, techniques of using infrared, ultrasound, signal strength of UDP packet have been proposed. One of the disadvantages of these techniques is that they require special equipments dedicated for positioning. On the other hand, wireless LAN-based indoor positioning does not require any special equipments and more economical. A wireless LAN-based positioning cannot be realized without reading RSSIs from APs. Therefore, our C# library function will be widely used in the field of indoor positioning. In addition to providing a C# library function of reading RSSI, this paper introduces implementation of indoor positioning modules making use of the library function. The methods used in the implementation are K-NN(K Nearest Neighbors), Bayesian and trilateration. K-NN and Bayesian are kind of fingerprinting method. A fingerprint method consists of off-line phase and realtime phase. The process time of realtime phase must be fast. This paper proposes a decision tree method in order to improve the process time of realtime phase. Experimental results of comparing performances of these methods are also discussed.

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3D Interactive Virtual Space System based on VRML and EAI (VRML과 EAI를 이용한 3D 상호작용 가상공간시스템)

  • 염창근;박경환
    • Proceedings of the Korea Multimedia Society Conference
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    • 1998.10a
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    • pp.149-154
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    • 1998
  • 본 논문에서는 월드와이드웹상에서 3차원 인터페이스를 기술하는 표준 사양인 VRML과 자바의 EAI(External Authoring Interface)를 통하여 사용자 간에 발생하는 상호작용들을 동기화 시키는 방법을 소개한다. 제시한 방법에서는 별도의 독립적인 응용프로그램을 작성하거나 동기화를 위하여 확장된 VRML을 사용할 필요없이 웹브라우저와 바로 호환하여 사용할 수 있으며 기존의 방대한 웹문서와 연계가 쉬우므로 범용적인 자료구축이 가능하다. 하지만, 가장 최근의 VRML97에서조차도 VRML이 제시하는 가상공간 다중 사용자 환경의 지원은 아직 미비하다. 더 이상 단순히 3차원 월드를 탐험하는 시기는 지났으며, 같은 공간상에서 혼자가 아닌 여럿이 함께 하는 다중 사용자 환경을 제공해야 할 것이다. 이에 자바의 네트웍 기능과 가상공간의 외부에서 동적으로 월드를 제어할 수 있는 EAI를 이용하여 부족했던 다중 사용자 환경을 지원함으로써 가상 공간 시스템을 구축할 수 있다. 그러나, 가상 공간에서 일어나는 이벤트는 단지 동일 브라우저에서만 유효하기 때문에 다른 사용자에게 전달할 때는 이벤트를 원격지의 이벤트와 연동하기 위하여 다른 방법이 필요하다. 사용자 상호작용 시스템에 있어서 이러한 이벤트를 결정하는 가장 중요한 요소는 아바타의 행동양식(avatar's behavior)이라 할 수 있다. 가상 공간에서 일어나는 이벤트의 대부분이 사용자에 의해서 발생되는 것들이다. 즉, 아바타의 행위에 따라서 사용자 서로 간에 상호작용이 일어나게 되며 이들 이벤트를 서로 동기화 함으로써 실시간 3차원 상호작용 시스템을 구현한다. 이렇게 구현된 시스템을 구현한다. 이렇게 구현된 시스템은 전자 상거래, 가상 쇼핑몰, 가상 전시화, 또는 3차원 게임이나 가상교육 시스템과 같은 웹기반 응용프로그램에 사용될 수 있다.물을 보존·관리하는 것이 필요하다. 이는 도서관의 기능만으로는 감당하기 어렵기 때문에 대학정보화의 센터로서의 도서관과 공공기록물 전문 담당자로서의 대학아카이브즈가 함께 하여 대학의 공식적인 직무 관련 업무를 원활하게 지원하고, 그럼으로써 양 기관의 위상을 높이는 상승효과를 낼 수 있다.하여는, 인쇄된 일차적 정보자료의 검색방법등을 개선하고, 나아가서는 법령과 판례정보를 위한 효율적인 시스템을 구축하며, 뿐만 아니라 이용자의 요구에 충분히 대처할 수 잇는 도서관으로 변화되는 것이다. 이와 함께 가장 중요한 것은 법과대학과 사법연수원에서 법학 연구방법에 관한 강좌를 개설하여 각종 법률정보원의 활용 내지 도서관 이용방법에 관하여 교육하는 것이다.글을 연구하고, 그 결과에 의존하여서 우리의 실제의 생활에 사용하는 $\boxDr$한국어사전$\boxUl$등을 만드는 과정에서, 어떤 의미에서 실험되었다고 말할 수가 있는 언어과학의 연구의 결과에 의존하여서 수행되는 철학적인 작업이다. 여기에서는 하나의 철학적인 연구의 시작으로 받아들여지는 이 의미분석의 문제를 반성하여 본다. 것이 필요하다고 사료된다.크기에 의존하며, 또한 이러한 영향은 $(Ti_{1-x}AI_{x})N$ 피막에 존재하는 AI의 함량이 높고, 초기에 증착된 막의 업자 크기가 작을 수록 클 것으로 여겨진다. 그리고 환경의 의미의 차이에 따라 경관의 미학적 평가가 달라진 것으로 나타났다.corner$적 의도에 의한 경관구성의 일면을 확인할수 있지만 엄밀히 생각하여 보면 이러한 예의 경우도 최락의 총체적인 외형은 마찬가지로 $\ulcorner$순응$\lrcorner$의 범위를 벗어나지 않는다. 그렇기 때문에도 $\ulcorner$순응

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The Implementation of e-Learning System for the Dress Unit in the Subject of Technology & Home Economics in the Middle School (중학교 기술.가정과 옷차림 단원 학습을 위한 e-러닝 시스템 구현)

  • Lee, Young-Lim;Cho, Hyun-Ju
    • Journal of Korean Home Economics Education Association
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    • v.21 no.2
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    • pp.45-60
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    • 2009
  • This study is intended to implement an e-Learning system assisted class for the dress unit in the subject of technology & home economics in the middle school. This class is aimed at making teaching-learning in the dress unit effective, triggering students' interest in it, enhancing their understanding and offering basic materials for the e-Learning development about clothing instruction in the subject of technology & home economics. To make the concrete situational learning effective and provide realistic learning environments, learning contents were implemented so that the learners themselves could manipulate the contents by clicking. How to wear clothing according to learners' individuality was presented in order to trigger the learners' attention and motivation using the latest clothing pictures from the Internet shopping mall, and the dress fashion pictures of their peers. The result of this study can be summed up as follows. First, the implementation of learning materials with which simulation manipulation and visualization were possible could make the students reach the learning goals easily. Second, teaching-learning activity could be made more effective using audios, images and moving pictures rather than written texts. Third, learning the dress unit, which is especially related with a new fashion, made the most of the advantage of e-Learning by providing realistic and lively learning materials in a timely manner. And it triggered learners' motivation by providing pictures or moving pictures related with their real life. Based on these research results, this study suggests further research to develop e-Learning contents using various multimedia authoring tools as well as the ones applied to this study in learning the dress unit. It also suggests that the database of teaching-learning materials be constructed to securely prepare abundant instruction materials.

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