• Title/Summary/Keyword: 이용자 모델

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A Study on User-Oriented Library Management (이용자지향적 도서관경영에 관한 연구)

  • Chung, Hi-Sun
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.22 no.1
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    • pp.193-210
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    • 2011
  • In this era all successful organizations, whether profit or nonprofit, accept marketing concept as management philosophy and try to maximize consumer satisfaction in order to achieve their own goals. Libraries are no exception. A consumer decision process model is borrowed to explain how library service users act through five stages. Armed with information about library users, library management can be more user-oriented and bring higher user satisfaction. Some measures for effective library management are suggested.

A Study on Web-based library User Education Model based upon Web-based Instruction Models (웹 기반 학습이론에 근거한 웹 기반 도서관 이용자 교육 모델에 관한 연구)

  • 이명희
    • Journal of Korean Library and Information Science Society
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    • v.32 no.2
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    • pp.165-185
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    • 2001
  • This study measured whether web-based library user education represent web-based instruction theories in education. 9 criteria used were course-related instruction, collaborative learning, evaluation of tutorials, education of information retrieval, contents tables, multimedia interaction between users and librarians, navigational aids, variation of menus. The result showed that both contents and design of web sites were important for good web-based library user education.

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The CAbAT Modeling of Library User Context Information Applying Activity Theory (행위이론을 적용한 도서관 이용자 컨텍스트 정보의 CAbAT 모델링)

  • Lee, Jeong-Soo;Nam, Young-Joon
    • Journal of Korean Library and Information Science Society
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    • v.43 no.1
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    • pp.221-239
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    • 2012
  • The information that has been created according to the complex environment and usage pattern of library user can provide context-aware information service through knowledge structuralization on whether it is a suitable situation for user. Accordingly, the development of a context model for defining the various contexts of library user and for the structuralization of interrelated context information is an essential requirement. This study examined the context concept and context modeling, and utilizing the concept of Activity Theory by Engestrom, the activity model of library user was designed as 1) subject, 2) object, 3) tools, 4) divison of labor, 5) community, and 6) rules. In addition, for the purpose of analyzing the context of library user, activity information was tracked to utilize the Shadow Tracking for observing and recording their forms, and the methodology of CAbAT (Context Analysis based on Activity Theory) was utilized for the collected activity information to analyze the user context model.

The study on User Requirements for Virtual Reality (VR) Content Services in Library Using the Technology Acceptance Model (기술수용모델을 활용한 도서관 가상현실(VR) 콘텐츠 서비스 이용자 요구에 관한 연구)

  • Kyungjae Bae;Sun Young Kwon
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.35 no.3
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    • pp.227-246
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    • 2024
  • This study aims to identify the current usage patterns of VR content among users and their demands for VR content services in libraries. An online survey was conducted, receiving responses from 229 individuals with experience using VR content. The Technology Acceptance Model (TAM) analysis revealed a good model fit, indicating that users' perceptions of the usefulness and ease of use of VR content are significantly related to their satisfaction and intention to reuse VR content. These findings suggest that to enhance satisfaction with VR content services in libraries, it is essential to improve user convenience and create an immersive environment. Additionally, respondents indicated that VR content services could increase library user satisfaction and the intention to revisit the library. The most preferred VR content themes were games (action, strategy, etc.), travel, and space/ocean, in that order. While the overall feedback on providing VR content services in libraries was positive and filled with anticipation, some respondents expressed concerns about the potential lack of utility and the possibility of poor equipment management.

Design of User Privacy Model for Strong Reliability in SNS Environment (SNS 환경에서 신뢰성이 강한 사용자 프라이버시 모델 설계)

  • Jeong, Yoon-Su;Kim, Yong-Tae
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.237-242
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    • 2013
  • SNS is emerging as an academic and social interest, as Facebook and Twitter are developed explosively. But, SNS has a problem of exposing user's privacy because it is originated by exchanging user's personal information and opinion. This paper proposes SNS user privacy protecting model using data separation and false data information instead of blocking which is using to protect user's personal privacy. The proposed model do not let the third party extract precise information after collecting user's context information by adding false information to separated context information. Also, it gets user's agreement beforehand if SNS service provider uses user's information not to be used illegally by the third party.

A Study of e-Service Quality and User Satisfaction in Public Libraries (공공도서관의 e-서비스 품질평가와 이용자 만족도에 관한 연구)

  • Chang, Yun-Keum
    • Journal of the Korean Society for Library and Information Science
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    • v.41 no.4
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    • pp.315-329
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    • 2007
  • The objective of this study is to identify key dimensions of e-service quality and explore their relations to user satisfaction at Public libraries. This research used a modified e-service quality model and surveyed Internet service users for measuring and assessing Internet users' service satisfaction at 'A' public library in Seoul region. Using an exploratory factor analysis. the study identified three factors, named Service Affect, Information Access, and Tangibles as key dimensions for public library e-service quality. Also it was found that users' satisfaction was strongly positively correlated to their intention to refer others to the service.

Library Service Users' Information Seeking Behavior Model Based on the Grounded Theory Methodology (근거이론방법론을 바탕으로 한 도서관서비스 이용자의 정보추구행태모델 제안)

  • Lee, Seong-Sin
    • Journal of the Korean Society for Library and Information Science
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    • v.44 no.1
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    • pp.5-28
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    • 2010
  • This study analyzed the characteristics of library service users' information seeking behavior based on the grounded theory methodology. After interviewing twelve undergraduate students, the researcher coded the data based on the grounded theory methodology. As a result of the entire coding processes, this study constructed the library service users' information seeking behavior model. According to the model, the following ten factors are important when explaining library service users' information seeking behavior: the information users' environment, other people, users' experiences, recognition of information sources, information provided, memory, a need-creating environment, information gathering, information use, and satisfaction and/or dissatisfaction.

A Study on User Authentication Model Using Device Fingerprint Based on Web Standard (표준 웹 환경 디바이스 핑거프린트를 활용한 이용자 인증모델 연구)

  • Park, Sohee;Jang, Jinhyeok;Choi, Daeseon
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.30 no.4
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    • pp.631-646
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    • 2020
  • The government is pursuing a policy to remove plug-ins for public and private websites to create a convenient Internet environment for users. In general, financial institution websites that provide financial services, such as banks and credit card companies, operate fraud detection system(FDS) to enhance the stability of electronic financial transactions. At this time, the installation software is used to collect and analyze the user's information. Therefore, there is a need for an alternative technology and policy that can collect user's information without installing software according to the no-plug-in policy. This paper introduces the device fingerprinting that can be used in the standard web environment and suggests a guideline to select from various techniques. We also propose a user authentication model using device fingerprints based on machine learning. In addition, we actually collected device fingerprints from Chrome and Explorer users to create a machine learning algorithm based Multi-class authentication model. As a result, the Chrome-based Authentication model showed about 85%~89% perfotmance, the Explorer-based Authentication model showed about 93%~97% performance.

A Study on Open University's Library Service Quality Using the Kano Model and the Timko's Customer Satisfaction Coefficient (원격대학 도서관 서비스 품질에 관한 연구 - Kano 모델과 Timko 계수를 적용하여 -)

  • Jo, Chang Hyeun;Nam, Young Joon
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.28 no.2
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    • pp.137-155
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    • 2017
  • Many university libraries, facing financial difficulties, have been forced to operate on a tighter budget. Such trend has created the need for an objective standard that will prioritize current library services. This study derives service quality factor via open coding from internet postings posted in the last five years on the Korean National Open University's library website, and also calculates the customer satisfaction quotient and dissatisfaction quotient using the Kano Model and Timko's Customer Satisfaction Coefficient. The result draws 25 service quality factors across 3 categories consisting of: (i) 8 attractive qualities, (ii) 15 one-dimensional qualities and (iii) 2 reverse qualities. The study, through the calculation of Timko's Customer Satisfaction Coefficient per service quality, proposes an intensive service that can prioritize the efficient use of library budget.

One-Class Classification based on Recorded Mouse Activity for Detecting Abnormal Game Users (마우스 동작 기록 기반 비정상 게임 이용자 감지를 위한 단일 클래스 분류 기법)

  • Minjun Song;Inki Kim;Beomjun Kim;Younghoon Jeon;Jeonghwan Gwak
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.39-42
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    • 2023
  • 최근 온라인 게임 산업이 급속도로 확장됨과 더불어 Gamebot과 같은 비정상적인 프로그램으로 인한 게임 서비스 피해사례가 급격하게 증가하고 있다. 특히, 대표적인 게임 장르 중 하나인 FPS(First-Person Shooter)에서 Aimbot의 사용은 정상적인 이용자들에게 재미 요소를 잃어버리게 하고 상대적 박탈감을 일으켜 게임의 수명을 줄이는 원인이 된다. 비정상 게임 이용자의 근절을 위해서 메모리 변조 및 불법 변조 프로그램 접근 차단 기법과 불법 프로그램 사용의 패턴 모니터링과 같은 기법들이 제안되었지만, 우회 프로그램 및 새로운 패턴을 이용한 비정상적인 프로그램의 개발에는 취약하다는 단점이 있다. 따라서, 본 논문에서는 정상적인 게임 이용자의 패턴만 학습함으로써 비정상 이용자 검출을 가능하게 하는 딥러닝 기반 단일 클래스 분류 기법을 제안하며, 가장 빈번하게 발생하는 치트(Cheat) 유형인 FPS 게임 내 Aimbot 사용 감지에 초점을 두었다. 제안된 비정상 게임 이용자 감지 시스템은 정상적인 사용자의 마우스 좌표를 데카르트 좌표계(Cartesian coordinates)와 극좌표계(Polar coordinates)의 형태로 패턴을 추출하는 과정과 정상적인 마우스 동작 기록으로 부터 학습된 LSTM 기반 Autoencoder의 복원 에러에 따른 검출 과정으로 구성된다. 실험에서 제안된 모델은 FPS 게임 내 마우스 동작을 기록한 공개 데이터셋인 CSGO 게임 데이터셋으로 부터 학습되었으며, 학습된 모델의 테스트 결과는 데카르트 좌표계로부터 훈련된 제안 모델이 비정상 게임 이용자를 분류하는데 적합함을 입증하였다.

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