• Title/Summary/Keyword: 서비스 상호작용성

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시맨틱 웹 기술에 의한 표준 정보 검색 서비스의 진화

  • Jeong, Han-Min;Lee, Mi-Gyeong;Kim, Pyeong;Lee, Seung-U;Seong, Won-Gyeong;Kim, Tae-Wan;Lee, Jong-Seop
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2008.10b
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    • pp.575-582
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    • 2008
  • 본 논문은 시맨틱 웹 기술이 어떻게 국가 표준(KS) 정보 검색 서비스 내 정보들을 연계시키고 사용자 접근성을 향상시키는 데 도움을 줄 수 있는지를 실증적으로 보여준다. 기존 표준 정보 검색 서비스는 용어 검색의 유연성이 부족하여 표준 정보에서 사용된 용어와 사용자 용어 간의 괴리를 해소하지 못했으며 표준, 기관, 인력 등 상호 관련성을 가진 개체 정보들을 개별적으로 서비스하였다. 이러한 상황은 사용자의 표준 정보 검색 서비스 접근성을 떨어뜨리는 요인으로 작용한다. 본 연구에서는 유의어, 관련어를 중심으로 한 표준 용어 사전 구축을 통해 사용자 용어와 표준 정보 내 용어 간의 원활한 매칭을 지원하며, 표준 관련 개체들을 온톨로지와 추론을 통해 연계시키는 방안을 제시한다. 개선된 표준 정보 검색 서비스는 개선된 표준 정보 검색 서비스는 개체 중심적 통합 검색 결과 제공 방식으로 관련 정보들을 단일 웹 페이지 내에서 확인할 수 있도록 해준다. 예를 들어, 특정 KS 표준 검색 결과 페이지에서는 기존에 DB 접근이나 검색 엔진을 통해 바로 획득할 수 없었던 정부 표준들, 기관들의 해당 KS 표준 인용 현황, 해당 KS 표준 전문가들, 부합화를 위해 참조된 국제 표준들, 해당 KS 표준 전문가들, 부합화를 위해 참조된 국제 표준들, 해당 KS 표준 전문가 네트워크, 해당 KS 표준 내 표준 용어 사전 정보 등 다양한 관련 정보들을 조합하여 서비스한다. 본 연구를 위해 모델링된 온톨로지와 시맨틱 웹기반 서비스 프레임워크인 OntoFrame 상에서 추론 작업이 표준 정보 적재 시에 전방 추론 (Forward-chaining) 방식으로 수행되었으며, 표준 온톨로지 질의 언어인 SPARQL (SPARQL Protocol and RDF Query Language)을 이용해 일반 검색 서비스 수준의 속도로 서비스될 수 있었다.

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A Study on Factors Affecting Customer Satisfaction and Purchase Intention of Digital Cultural Contents (디지털 문화콘텐츠의 고객만족도 및 구매의도에 영향을 미치는 요인들에 관한 연구 )

  • Wang, Lu;Zhang, Xindan;Pang, Qiwei;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.333-346
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    • 2021
  • The purpose of this study is to examine the effects of digital cultural contents characteristics, perceived values and perceived risks on customer satisfaction and purchase intentions for Chinese consumers, and contribute to the development of digital cultural contents. In addition, a total of 328 valid samples were obtained through an online survey and empirical analysis was conducted. The analysis results of the study are as follows. First, except for creativity, which are characteristics of digital cultural contexts, entertainment and interactivity also have a significantly positive effect on both customer satisfaction and purchase intention. Second, perceived value has a significant positive effect on customer satisfaction and purchase intention, whereas perceived risk does not have this significant effect. Third, customer satisfaction has a partial mediating effect between the three factors(entertainment, interactivity, perceived value) and purchase intention. Therefore, to promote the development of digital cultural contents, we could promote consumers' purchase behavior by improving satisfaction through content entertainment, communication between content producers and service providers, and unity and value that customers actually feel during the consumption process.

The Effect of Classic Live Streaming Performance's Service Quality on Viewer Satisfaction and Purchase Intention of On-site Performance (클래식 라이브 스트리밍 공연의 서비스 품질이 시청만족과 현장공연 구매의도에 미치는 영향)

  • Kim, Sung-Kyung;Limb, Seong-Joon
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.60-72
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    • 2020
  • The recent surge in live streaming has also changed the market for classical performing arts. Now more than just recording live performances, content specific to live streaming platforms is being produced, and live streaming is emerging as a new alternative to promoting and enjoying classical performances. Therefore, this study empirically analyzed the effect of service quality factors of the classical live streaming performance on the viewer satisfaction and the purchase intention of the on-site performance over the data collected from 198 viewers. Results suggest that, among the service quality factors of the classic live streaming performance, video content, convenience, and price, except for real-time interaction, affected the viewer satisfaction, and viewer satisfaction in turn affected the purchase intention of the on-site performance. Thus the publicity effect of live streaming for classical performing arts seemed to be proved.

Effect of Beauty Live Commerce Service Quality on Satisfaction, Trust and Loyalty (뷰티 라이브 커머스 서비스품질이 만족, 신뢰, 충성도에 미치는 영향)

  • Shin, Tae-Hyun;Shin, Dong-Hwa
    • Journal of the Korean Applied Science and Technology
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    • v.39 no.2
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    • pp.281-293
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    • 2022
  • In this study, the effect of beauty live commerce service quality on satisfaction, trust, and loyalty was investigated. To this end, a total of 246 questionnaires were collected and frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, and regression analysis were performed using the statistical package SPSS 26.0. The main results are as follows. First, it was found that information usefulness, interactivity, and entertainment, which are components of beauty live commerce service quality, had a significant effect on satisfaction and trust. Second, satisfaction was found to have a significant effect on trust and loyalty. Third, trust was found to have a significant effect on loyalty. As a result of the above, all five hypotheses were accepted. In order to induce loyalty, satisfaction and trust must be satisfied.

Service Self-Organization Method in LTE-Advanced Heterogeneous Networks (LTE-Advanced 융합 망에서 서비스 자기-조직화 방법)

  • Lee, Gi-Sung;Lee, Jong-Chan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.9
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    • pp.6260-6268
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    • 2015
  • In LTE-Advanced that different networks coexist, it is considered that it is actually difficult to provide service continuity with a procedural and static control method applied to the existing voice service. This paper suggests Service Self-Organization to support the service continuity effectively based on SON. It means a method in which a subscriber's terminal collects information about its current condition and base station around, and a base station, through the data collected by monitoring inner or adjacent base station, shares related data and converges, controlling service continuity on its own. In other words, as context information of mobile terminal and base station changes, set-up of related functions such as ISHO, cell selection, source allocation, load control, and QoS mapping is adapted; each function fits into the change, exchanges the process of reorganization, and interacts; these actions go toward to satisfy service continuity. Simulation results show that it provides better performances than the conventional one with the measure of resource utilization rate and outage probability.

A study on context of children's library considering user behavior (아동의 독서 및 놀이 행태를 반영한 어린이 도서관 CONTEXT 분석 (아동의 가구 사용방법(Way of Seat)과 아동-부모의 상호작용방법을 중심으로))

  • Song, So-Ra;Pan, Young-Hwan;Jeong, Ji-Hong
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.901-906
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    • 2009
  • 어린이 도서관은 일상생활 가까이에서 지역주민에게 지식정보 서비스를 제공할 뿐 아니라 공공도서관과의 연계를 통해 우리나라 전체 도서관 서비스의 수준을 발전시키고자 하는 생활 친화적 문화기반 시설인 소규모 도서관(혹은 문고)시설이다. 즉 어린이 도서관은 접근성을 가장 큰 장점으로 하여 누구나 쉽고 편리하게 이용할 수 있는 고객중심의 공공도서관 서비스라고 할 수 있다. 어린이 도서관의 주 이용고객은 어린이와 주부로서 최근 이들이 함께 도서관을 이용하는 빈도가 증가하면서 어린이 도서관은 단순히 책을 빌리고 공부를 하는 장소에서 나아가 가족단위의 여가활동이 가능한 문화적 공간으로 변모하여가고 있다. 어린이 도서관은 기본적으로 책을 읽는 조용한 공간이지만 주 이용자가 6세 미만의 유아와 초등학교 저학년 어린이이기에 독서행위와 더불어 또래 친구들과의 친교행위. 부모님과의 정서적 유대감 형성행위, 소규모 근육활동과 같은 놀이행위가 병행된다. 또 어린이 도서관에서 사용되어지는 정형적인 모듈의 서가를 비롯한 입식. 좌식 테이블과 의자들은 소수의 디자이너에 의해 만들어진 것이지만 그것을 이용하는 다수의 어린이들은 디자이너의 의도와 방법에 따라 가구를 사용하는 것 외에도 환경적 컨텍스트에 맞추어 가구의 새로운 쓰임을 발견하며 훨씬 더 다채로운 방법으로 가구를 사용하고 있다. 따라서 본 연구의 목적은 독서 및 놀이 행위 시 아동-부모의 상호작용 방법에 기반하여 아동의 가구사용방법(Way of Seat)을 알아보고 이를 바탕으로 어린이의 행태정보를 모델링하여 가구를 사용하는 어린이의 다양한 행위 이면에 내재된 요구를 파악하는데 있다. 가구를 사용하는 어린이의 다양한 행태 이면에 내재한 어린이만의 특성과 요구를 알아보기 위해서는 먼저 어린이 도서관이라는 특수한 물리적 환경요인 및 사용자 컨텍스트(Context)에 대한 이해가 선행되어야 한다. 이를 위해 기반조사 및 어린이 도서관 방문을 통한 정황조사(Contextual Inquiry)를 실시하였다. 이를 통해 6세 미만의 유아와 초등학생의 가구사용방법(Way of Seat)과 독서 및 놀이 행위 시 행태를 관찰하여 Photo Based Research를 바탕으로 어린이의 행태정보를 모델링 하였다.

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A Study on the Factors Affecting the Satisfaction of Collaborative Digital Reference Service Users (협력형 디지털 레퍼런스 서비스의 이용자 만족도 요인 연구)

  • Hwang, Myun;Jeong, Dong Youl
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.3
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    • pp.133-153
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    • 2016
  • The objective of this study was to promote the use of collaborative digital reference service by identifying factors that affect user satisfaction and developing improvement measures based on the findings. Data were collected via a questionnaire administered to the users of the "Ask a Librarian" service and a survey to analyze the frequency and patterns of usage of the service. The survey analyzed the associations among subjects' demographic characteristics, information seeking patterns, factors that influence user recognition, service satisfaction, and follow-up intentions via responses to the questionnaire. Rapidity answers in factors of service satisfaction is found that the high impact of positive (+). According to the result of statistical analysis, the priority of service improvement strategies of digital reference service were suggested.

Factors Affecting the Intention to Buy of Adolescents Toward e-Learning -Focused on the Moderating Effect of Adolescents's Conformity- (청소년들의 e-Learning 구매에 영향을 미치는 요인 -청소년들의 동조성에 따른 조절효과를 중심으로-)

  • Suh, Mun-Shik;Cho, Sang-Lee;Noh, Hye-Yeon
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.376-390
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    • 2009
  • The objective of this study is to examine the factors affecting adolescents' intention to buy e-Learning web site, expecially focuses on the moderating effect of adolescents's conformity. The main results are as follows. First, teacher's ability, personalized service, easy for service search, interaction between students, service revival for joining e-Learning sites affect intention to buy e-Learning web site through perceptual usefulness, except for entertainment. Second, perceptual usefulness has positive effect on intention to buy. Third, According to conformity, personalized service has different effect on perceptual usefulness. The result shows higher in high conformity group than low conformity group. It means e-Learning companies should focus on reference group or special group to effect their marketing strategy on adolescents. Lately, preceded studies investigated using SERVQUAL or SERVERF which were suit to offline. But, this study found e-Learning factors which are suitable to online. So, the factors and the results are more useful to e-Learning companies.

A Study on the Reliability of Voice Payment Interface (음성결제 인터페이스의 신뢰도에 관한 연구)

  • Gwon, Hyeon Jeong;Lee, Jee Yeon
    • Journal of the Korean Society for information Management
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    • v.38 no.3
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    • pp.101-140
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    • 2021
  • As the payment service sector actively embraces artificial intelligence technology, "Voice Payments" is becoming a trend in contactless payment services. Voice payment services can execute payments faster and more intuitively through "voice," the most natural means of communication for humans. In this study, we selected richness, intimacy, and autonomy as factors for building trust with artificial intelligence agents. We wanted to determine whether the trust will be formed if the factors were applied to the voice payment services. The experiment results showed that the higher the richness and autonomy of the voice payment interface and the lower the intimacy, the higher the trust. In addition, the two-way interaction effects of richness and autonomy were significant. We analyzed and synthesized the collected short-answer system to identify users' anxiety when using voice payment services and proposed speech interface design ideas to increase their trust in the voice payment.

A Study on the Efficient Human-Robot Interaction Style for a Map Building Process of a Home-service Robot (홈서비스로봇의 맵빌딩을 위한 효율적인 휴먼-로봇 상호작용방식에 대한 연구)

  • Lee, Woo-Hun;Kim, Yeon-Ji;Kim, Hyun-Jin;Yang, Gyun-Hye;Park, Yong-Kuk;Bang, Seok-Won
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.155-164
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    • 2005
  • Home-service robots need to have sufficient spatial information about the surroundings for interacting with human intelligently and performing services efficiently. It is very important to investigate the efficient interaction style that supports map building task through human-robot collaboration. We first analyzed map building task with a cleaning robot and drew 4 design factors and tentative solutions, including map building procedure (task-preferred procedure/space- preferred procedure), LCD display installation (robot/robot+remote control), navigation method (push type/pull type), feedback modality(GUI/GUI+TTS). The design factors and tentative solutions were defined as independent variables and levels. This research investigated how those variables affect to the human task performance and behavior in map building tast. 8 kinds of experiment prototypes were built and usability test among 16 house wives was conducted for acquiring empirical data. As the experiment result, in terms of map building procedure, space-preferred procedure indicated better task performance than task-proffered procedure as we expected. For the LCD display installation factor, remote control with LCD display indicated higher task performance and subjective satisfaction. In robot navigation method, it was very difficult to find a significant difference between push type and pull type which contrary to our expectation. In fact, push type indicated higher subjective satisfaction. Also in feedback modality, we have acquired negative feedback an additional TTS operation guidance. It seems that robot's autonomy before achieving spatial information is rudiment condition which means users are just interacting with a mobile appliance. Thus they prefer remote-control-based interaction style in robot map building process as they used in traditional appliance control.

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