• Title/Summary/Keyword: 사용자 성격유형

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The Importance of Robot Personality in a Museum Context (박물관 맥락에서의 로봇성격 설정의 중요성 연구)

  • Gu, Ji-Hyang;Shin, Dong-Hee
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.184-197
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    • 2016
  • This study investigates human-robot interactions in a museum environment. Unlike robots in movies, robots in real life do not have 'personality,' but instead have a specific purpose and function. This research is primarily about the assignment of specific and appropriate personalities to robots in different contexts. Methods by which a definite personality can be imparted on a robot are discussed in this research. Previous research has addressed attempts to assign a robot personality based on the task context. However, the discussion of robot personality is incomplete. Therefore, we assumed that a robot's character was dependent on the characteristics of its location of use. We planned a $2{\times}2$ comparison of various robot personalities, i.e., introverted or extroverted paired with either a traditional museum or a process-oriented experiential experience. Based on Schmitt's (1999) strategic experiential modules, experiential factors were derived for each set of conditions. To achieve the objectives of the research, theoretical and empirical research were conducted simultaneously. The software JMP 9 was used to verify the research model and hypotheses.

사용자 인터페이스 디자인을 위한 Video Protocol 분석 도구 개발에 관한 연구

  • 김병욱;이건표
    • Proceedings of the ESK Conference
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    • 1997.10a
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    • pp.456-459
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    • 1997
  • 디자이너에게 필요한 정보가 제품의 성격이 변함에 따라 변하면서 정보 수집의 흐름도 달라져가고 있다. 지금까 지의 디자인 정보 수집이 단순 설문조사에서 사용자의 사용상황을 관찰하는 보다 실질적인조사 혹은 컨텍스트 디 자인(Context Design: 사용환경을 고려한 디자인)으로 바뀌어 가고 있다. 그러나 기존의 조사분석방법들이 특정한 면(인지적 혹은 행위적)에 편중된 자료 수집에 초점이 맞추어져 있어서 다양한 정보의 수집과 이러한 정보의 통합 적 관리가 어려운 문제점을 가지고 있다. 정보의 수집과 통합적 관리의 어려움이 발생하게 되는 원인을 좀더 구체 적으로 살펴보면 첫째, 수잡되는 데이터의 문제이다. 데이터의 성격을 사용자인 개인의 조작행위에 중점을 두거나 또는 작업상황이나 사용자의 성격/선호도와 같은 부분에 중점을 두기 때문에 서로 상호작용하여 사용자 인터페이스에 큰 영향을 미치는 이 두 유형의 데이터에 관한 분석을 어렵게 하는 원인이 되고 있다. 둘째, 적당한 데이터 수집도구 (data logger)의 미비를 들 수 있다. 이것은 기존의 Data logger들은 정보를 문자나 숫자 또는 특수문자로서 정보를 추출하게 됨으로써 데이터를 뽑는 당시부터 정보가 추출자로인하여 1차적으로 가공이 된다는 점이다. 이것은 보다 실질적이고 분석단계에서 보다 면밀한 분석이 이루어 질 수 있는 중요한 데이터가 유출될 수도 있다는 것을 의미하는 것이다. 마지막으로 위에서 언급했던 두 유형의 데이터를 동시에 분석할 수 있는 방법의 부재와 실질적인 데이터를 분석하여 이를 디자인에 활용할 수 있는 정보로 가공할 수 있는 도구가 마련되어 있지 않다는 점이다. 디자인 작업은 종합적인 시각화 과정임에 비해 분석된 결과가 비시각적이며 위에서 언급했듯이 분절된 정보가 되기 쉽기 때문에 이를 디자인에 곧바로 적용시키기 어려운 점이 있다. 이에 본 연구는 기존의 바용성 평가를 위한 분석도구들이 갖는 문제 점들 해결하여 제품의 사용자 인터페이스 디자인 개발과정에서 활용할 수 있는 평가 분석도구를 개발하는 것을 목표로 한다. 이를 위해 첫째, 다양한 유형의 정보를 포함하는 비디오 정보를 선정하였따. 둘째, 데이터를 다양한 측면에서 추출할 수 있는 Data logger를 개발하였다. 셋째, 데이터를 시각적으로 정리하고 분석할 수 있는 도구를 제안한다. 마지막으로 인터페이스 디자인에서 여러 가지 디자인안을 도출해 내는 작업에 이용할 수 있는 종합화과정을 개발한다. 이러한 일련의 과정이 통합된 컴퓨터 시스템 안에서 이루어지도록 프로그램을 개발하여 정보의 유용성을 높일 수 있도록 한다.

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Provide Test and Customized Product Recommendation Service Development of Shopping Mall Web Site (테스트 및 맞춤형 상품 추천 서비스 제공 쇼핑몰 웹 사이트 개발)

  • Seungjae Yu;Doyoung Im;Sohyeon Jeon;Yeha Hwang;JaeHong Choi;YongWan Ju;JunDong Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.705-708
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    • 2023
  • 본 논문은 사용자의 피부 상태에 따라 사용자에게 적합한 화장품을 소개해주는 화장품 추천 웹 쇼핑몰, "PBTI"를 개발한다. 요즘 유행하는 성격 유형 설문조사인 MBTI에서 영감을 받아 피부 유형과 퍼스널 컬러를 검사하고 이를 기반으로 화장품을 추천하는 온라인 쇼핑몰 웹사이트를 제작하게 되었다. 바우만 교수의 피부 유형 지표를 바탕으로 제작된 질문을 통해 사용자들의 피부 유형을 검사하고 해당 피부 유형 결과에 따른 상품을 추천해주는 알고리즘이 탑재되어 사용자에게 맞는 상품을 추천해준다. 텐서플로우 기반의 인공지능을 탑재하여 퍼스널컬러 테스트를 제작하였다. PBTI의 이러한 무료 테스트 서비스 제공은 다른 온라인 뷰티 쇼핑몰과 극명한 차별점을 만들고, 쇼핑몰 매출을 크게 증대시킬 것으로 기대한다.

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Study on Users' Housing and Interior Design Needs Affected by Personality Types (사용자 성격유형에 따른 주거공간 실내디자인 요구에 관한 연구)

  • Lee, Hunju;Park, Soobeen
    • Korean Institute of Interior Design Journal
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    • v.22 no.6
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    • pp.88-97
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    • 2013
  • This study aims to find out various users' diverse interior design needs for their housing and interior design through the personality, which is intrinsic and consistent traits of the individual. The survey research followed the literature reviews including personality studies and interior design assessments. 176 undergraduate and graduate students as controlled by age, sex, and major answered the questionnaire. Their housing and interior design attitudes, the semiotic assessment of interior design styles, and interior design preference were compared in accordance with four pairs of preference dichotomy of MBTI (Myers-Briggs Type Indicator): Extraversion -Introversion, Sensing-iNtuition, Thinking-Feeling, Judging-Perceiving. As a result, the framework of housing and interior design needs by the users' personality types are proposed. It shows specific needs for 16 types of personality based on eight preference dichotomy: extroversion-open, introversion-closed, sensing-functional, intuition-emotional, thinking-restricted, feeling-receptive, judging-simple, and perceiving-creative.

Design of MBTI Job Recommendation Algorithm Based on Deep Learning (딥러닝 기반의 MBTI 직업 추천 알고리즘 설계)

  • June-Gyeom Kim;Young-Bok Cho
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.13-15
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    • 2023
  • 본 논문에서는 성격, 성향을 근거로 사람의 성향에 따른 직업 및 전공에 대한 만족도를 분류한 데이터셋을 구축하여 사전에 사용자의 성향을 파악하여 직업을 추천하는 알고리즘을 제안한다. 성격유형검사 뿐만이 아닌 최근 게시한 SNS 텍스트를 사전에 학습한 데이터셋에 적용해 성격유형 결과의 정확도를 상승시키고자 한다. 사전에 생성한 데이터셋 외에 대상자가 작성한 정보(직업, 전공, 직엄 및 전공에 대한 만족도)로 연합학습을 진행하여 데이터셋의 정확도를 향상시키고자 한다. 모델의 학습 및 분류의 정확도 향상을 위해 SVM, NB, KNN, SDG 알고리즘들을 비교하였고 각각 67%, 21%, 28%, 69%의 정확도를 도출하였다. 데이터 셋은 캐글에서 제공받았다.

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The Development of a Behavioral Assessments and QR Code Based Mobile Web Application for Classroom (성격유형검사와 QR코드 기반의 모바일 학급 웹앱 개발)

  • Yoo, InHwan
    • Journal of The Korean Association of Information Education
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    • v.16 no.4
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    • pp.397-407
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    • 2012
  • According to the fast supply of the SMART device, many people have a lot of interests about SMART education. The Korean government is showing a lot of effort towards the promotion of SMART education. In this study, I developed a behavioral assessments and QR code based mobile web application for school education. The developed system works seamlessly across all popular mobile device platforms and if you save the data after the assessment, this system will automatically create each person's mobile web page. Students and teachers can add comments to this page and can improve the accessibility for finding the address of this page to QR code. The developed system can contribute to the class members understanding the personality of each other and make communication run smoothly. As a result of application of developed system, it is expected to contribute to increasing the interaction between a students, parents and teachers because the developed system provides a service based to education consumer's TPO(Time, Place, Occasion).

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The influences of individual personality types on ERP system's acceptance: a preliminary test (개인의 성격유형이 ERP수용에 미치는 영향에 관한 탐색적 연구)

  • Kim, Hyun-Sang;Lee, Jang-Hyung
    • Journal of Korea Society of Industrial Information Systems
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    • v.11 no.4
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    • pp.47-65
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    • 2006
  • The application of the ERP system is becoming more common to the businesses since a firm needs to reinforce positive competitiveness and to maintain competitive advantage. The ERP system is an enterprise integration solution that converts the whole business processes through information technology. Extant research provides plenty of results about the success factors of the ERP system; however, most of the researches focus on the exterior factors such as techniques rather than on the influences that a firm's employees' individual personality has in accepting the information technology of the ERP system. The objective of this study is to investigate the role of the employees' individual personality as a factor that makes the ERP system a success. The surveys--composed of the extent of information technology acceptance about the personality type of MBTI (Myers-Briggs type indicator) and the ERP system--were given to the companies applying the ERP system The personality type of MBTI is measured by 4 types of Myers, and Davis's TAM (technology acceptance model) is used for the information technology acceptance. The results of this study are summarized as follows. First the extraversion and the judging in the personality types of MBTI have a significant influence on the information technology acceptance of the ERP system. However, the thinking and the feeling in the personality types of MBTI were analyzed to not have a critical affect on the ERP system acceptance. Second as verified in the extant research the information technology acceptance verification related to the ERP system has a significant influence on perceived ease of use, perceived usefulness, behavioral intention and actual usage of the ERP system. The results of this study can be used for a successful application of the ERP system as follows. First it offers foundation of perception that the type of the individual personality is a significant key figure for the successful use of the ERP system. Second it provides a basis for the knowledge of combining the model of information technology acceptance and the psychological factors.

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A Study on the Possibility of User Classification by Web-Using Types (웹 이용행태에 따른 사용자분류 가능성에 관한 연구)

  • Shin, Mok-Young;Kim, Byoung-Uk
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.317-328
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    • 2006
  • So far, the behaviors of Web users have been predicted or analyzed mostly by their demographic characteristics or by considering in which context they gain access to that. But now there is a question about whether those characteristics are the only factors to trigger their use of Web. If the answer is not affirmative, what types of additional factors could cause such an action and how they characterize it should be discussed. User profile information has been considered one of the crucial elements to define user characteristics in user-centered UI design sector, and in order to apply it to UI design, it's needed to meditate on the above-mentioned questions. In this study, it's first attempted to have a good understanding of the users of different media and to review existing user classification methods. Next, user classification variables and relevant scales were prepared to sort out users according to their type of using Web, and case study was conducted to identify the behavioral characteristics of users and classify them according to their behavioral features. Finally, the user profile features of individual user groups were figured out based on data that were gathered by making an experiment, and data mapping was fulfilled between the behavioral characteristics and user profile characteristics to find out what types of behaviors were caused by the characteristics of user profile. As a result, it's found that user characteristics could have an impact on not only their general information and relevant contexts but their attitude of using different media and personality type. There were some problems with the experimental design, but more accurate information on the relationship of user behaviors to user profile characteristics will be obtained if those problems are eliminated. As user behaviors could be predicted only by user profile characteristics, user classification is expected to make a contribution to enhancing the efficiency of UI design.

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Effects of the Interaction with Computer Agents on Users' Psychological Experiences (컴퓨터 에이전트와의 상호작용이 사용자의 심리적 경험에 미치는 영향)

  • Park, Joo-Yeon
    • Science of Emotion and Sensibility
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    • v.10 no.2
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    • pp.155-168
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    • 2007
  • Social and psychological experiences in human-agent interactions are becoming more important than the task-oriented efficiency, as the influence of computer agents increases and human-agent interaction develops similarly with interpersonal interaction. Many previous studies aimed to increase social presence in human-agent interaction, in order to derive users' positive psychological experiences, by applying the factors of interpersonal communication to verbal and non-verbal communication of the agents. This study examined the effects of the exchanges of mutual self-disclosure, one of the most important communication acts in interpersonal communication, between users and interface agents. Users' attachment styles towards the perception of social presence, the evaluations toward the agents, user experiences, and the intentions for future interaction were also studied. The mediating role of social presence in dependent variables was, also, examined in this research. The results showed that exchanging self-disclosures with an agent increased the perceptions of social experience, friendly evaluations toward the agent, positive user experience, and the intentions for future interaction. Participants' attachment styles, also, affected the perceptions of the dependent variables. The effects of the exchanges of self-disclosure and participants' attachment styles were mediated by perceived social presence toward the agent. The findings of this study imply that the social and communicational aspects need to be considered in design of the agents seriously. The results also suggest that there may be differences in the psychological effects of agents on users according to the users' personality.

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A Study On The Personality And Reaction Dialogue Generation For Game NPC In MMORPG (MMORPG에서 게임 NPC의 성격과 반응대화 생성에 관한 연구)

  • Won, Il-Seok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.74-85
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    • 2003
  • If the game characters in the cyber world speak the same dialogues as in the real world, it will give game players more fun and realism. And game players are more and more immersed into the cyber space. However, we observed that only simple and primitive dialogues are used at the market places in most MMORPGS. We introduce personality psychology theory for generating the personality of NPC in MMORPG. And we suggest how to make a conversation between PC (Playable Character) and NPC (Non - Playable Character) according to 'Extroversion - Introversion dimension' and 'Neuroticism dimension'. And we implement the personality dialogue generation program, which is composed of two parts. One is for generating personality, and the other for making dialogue. Personality generator can set a NPC's personality automatically, and Dialogue Maker can control the dialogue styles, quantities, and characteristics of NPC. Thus, the program implemented in this paper can help game designer and scenario writer to make game characters easily. The approach in this paper can be applied to generate various game characters and used to represent agents and avatars of real-time animation.

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