• Title/Summary/Keyword: A potential user

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A Development of PC/Ethernet based Fieldbus Network for Large Realtime Data Communication

  • Gwak, Kwi-Yil;Lee, Sung-Woo
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.362-367
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    • 2005
  • Control network adopted in the national power-plant or manufactory are mostly vendor-dependent products, which have their own special specification, components and individual communication methods. These systems not only raise installation cost, but also bring many difficulties to maintenance and extension. To overcome these problems, this paper introduces a development and application case of a new "PC/Ethernet-based fieldbus" architecture and protocol to be used in mid-level fieldbus. The designed system has a basic idea of "3 Layers fieldbus over Standard-LAN" and implemented on PCs. PC gives user friendly environment. By using an open standard Ethernet in layer 1,2, the system has low cost, wide communication bandwidth and high compatibility. Layer 3 protocol designed for large realtime data communication makes user bypass TCP/IP layer and gives user direct access to the Ethernet. This new protocol eliminates potential collision of Ethernet, and transmits large periodic/non-periodic control data by using long-frame/wide-bandwidth of Ethernet effectively, and offers simple API-Services to the upper layer. Since the system have installed in H-power plant simulator and U-nuclear power plant simulator in Korea, it have been proved to be efficient and stable without any trouble in realtime communication service for full-scope plant simulator that has a lot of control elements.

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A Study on Librarians' Perception of Library User Privacy (도서관 이용자 프라이버시에 대한 사서인식 조사연구)

  • Noh, Younghee
    • Journal of the Korean Society for Library and Information Science
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    • v.47 no.3
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    • pp.73-96
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    • 2013
  • This study investigates how librarians view library user privacy. To this end, a four-part survey was conducted: respondents' opinions about the privacy of library users, the degree to which library records violate the users' privacy, the role libraries and librarians fulfill to ensure user privacy protection, and librarians' need for privacy education. Results showed that librarians were very aware of privacy issues, but they perceived that library users' privacy awareness was not high. In particular, they had little knowledge of what library records or which library tasks might have the potential to violate users' privacy. In addition, awareness efforts of librarians to ensure user privacy was very low. On the other hand, the need for library user privacy educational programs was shown to be very high, and the willingness to participate was also relatively high.

Acceptance-Diffusion Strategies for Tablet-PCs: Focused on Acceptance Factors of Non-Users and Satisfaction Factors of Users

  • Kim, You-Jin;Sim, Jin-Bo
    • ETRI Journal
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    • v.34 no.2
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    • pp.245-255
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    • 2012
  • Among emerging devices propelling the growth of mobile devices, smartphones and tablet-PCs are among the most recognizable. In this study, a research model is designed for exploring acceptance-diffusion strategies for tablet-PCs from the viewpoint of consumer perception, which is verified through a survey. The results of this study show that tablet-PCs have great potential to be versatile, multifunctional devices, even though they are currently considered mostly as entertainment-oriented rather than fulfilling the essential needs of everyday life. An analysis of the acceptance model for tablet-PCs revealed that playability, cost level, functionality, and complexity significantly affect user acceptance. An analysis of the diffusion model, on the other hand, showed that playability and user interface have a significant influence on satisfaction, trust, and positive behavioral intention. We also found that cost level is not a major hindrance in the market diffusion of tablet-PCs. The results of this study can be used to establish effective acceptance and diffusion strategies for tablet-PCs and other emerging devices.

Information Security on Learning Management System Platform from the Perspective of the User during the COVID-19 Pandemic

  • Mujiono, Sadikin;Rakhmat, Purnomo;Rafika, Sari;Dyah Ayu Nabilla, Ariswanto;Juanda, Wijaya;Lydia, Vintari
    • Journal of information and communication convergence engineering
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    • v.21 no.1
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    • pp.32-44
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    • 2023
  • Information security breach is a major risk in e-learning. This study presents the potential information security disruptions in Learning Management Systems (LMS) from the perspective of users. We use the Technology Acceptance Model approach as a user perception model of information security, and the results of a questionnaire comprising 44 questions for instructors and students across Indonesia to verify the model. The results of the data analysis and model testing reveals that lecturers and students perceive the level of information security in the LMS differently. In general, the information security aspects of LMSs affect the perceptions of trust of student users, whereas such a correlation is not found among lecturers. In addition, lecturers perceive information security aspect on Moodle is and Google Classroom differently. Based on this finding, we recommend that institutions make more intense efforts to increase awareness of information security and to run different information security programs.

A VR-Trainer for Forklift Operation Safety Skills

  • Ahn, Seungjun;Wyllie, Mitchell J.;Lee, Gun;Billinghurst, Mark
    • International conference on construction engineering and project management
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    • 2020.12a
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    • pp.122-128
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    • 2020
  • This research investigates how a Virtual Reality (VR)-based simulation could be used to train safe operation skills for forklift operators. Forklift operation is categorized as high-risk work by many occupational health and safety regulators and authorities due to high injury and fatality rates involved with forklifts. Therefore, many safety guidelines have been developed for forklift operators. Typically, forklift operation safety training is delivered based on instructional texts or videos, which have limitations in influencing people's safety behavior. Against this background, we propose a VR-based forklift simulator that can enable safe operation skills training through a feedback system. The training program consists of several modules to teach how to perform the basic tasks of forklift operation, such as driving, loading and unloading, following the safety guidelines. The system provides instantaneous instructions and feedback regarding safe operation. This training system is based on the model of "learning-by-doing". The user can repeat the training modules as many times as necessary before being able to perform the given task without violating any safety guidelines. The last training module tests the user's acquisition of all safety skills required. The user feedback from several demonstration sessions showed the potential usefulness of the proposed training system.

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A Study on Searching for Process of Experience for Architectural Design (건축공간에 있어서 경험의 과정성 구현 연구)

  • Kim Soojin;Lee Young-Soo
    • Korean Institute of Interior Design Journal
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    • v.14 no.5 s.52
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    • pp.62-70
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    • 2005
  • Basically, modern architect's translation of relations between architectural space and human beings is focused upon the space and the way the space is experienced. Thus, the architecture is construed not as the finalized and fixed structure but as something undetermined and In progress. Here, we can identify the similarity between current trend and theory on process. Experience argument in this study is based upon such a similarity. And for your understanding of the spatial concept broached in the following experience argument, I've presented the analysis of Ben van Berkel's and Kazuyo Sejima's works that represent user's experiences in discussing art works. Taking a step further, I'll try to provide the true definition of being in progress and the potential of the architecture, thereby seeking the value and meaning of trends in modern architecture. In this regard, this study is aimed to analyze the attributes of experiences in progress identified in the art works of Ben van Berkel and Kazuyo Sejima and to extract and analyze the architectural concepts therein.

A Study on the Determinant Process of Dominant Design of Smartphone Operating Systems (스마트폰 운영체제의 지배적 디자인 결정과정에 관한 연구)

  • Lee, Sang-Hyun;Park, Chul-Ju
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.127-139
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    • 2014
  • The purpose of this research is to present the major factors which determine dominant design of Smartphone OS and to verify a logical causal relationship with them and user satisfaction. To achieve this goal, OS compatibility, OS enhancement, Installed base, and network effect were presented as determinants of Smartphone OS which serves as the basis for determining dominant design and their logical causal relationship with user satisfaction was empirically analyzed. The results of the research showed that OS compatibility and OS enhancements had a positive effect on the expansion of user base. Of the two factors, OS enhancement showed that it does not only expand the user base but also acts as the cause for the fortification of the network effect. Furthermore, it was shown that OS enhancement had a direct positive effect on user satisfaction. The findings of this research are significant in its academic contribution as well as its potential for practical application by presenting the logical causal relationship in the process of determining OS dominant design an area which was previously untouched by empirical testing.

Influencing Factors on Users' Resistance to the Mobile Easy Payment Services : Focusing on the Case of KakaoPay Users (모바일 간편결제 서비스에 대한 사용자 수용저항 요인 : 카카오페이 사용자를 중심으로)

  • Kim, Sodam;Park, Philip;Yang, Sung-Byung
    • Journal of Information Technology Services
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    • v.16 no.2
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    • pp.139-156
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    • 2017
  • Since the global financial crisis of 2008, the continuous development and innovation in technology-related fields such as information and communications technology (ICT) are likely to swim against the recession. In this paradoxical situation, the necessity of financial innovation through ICT is on the rise. For this reason, the appearance of Fintech is more meaningful as a new converged industry with the potential to lead financial innovation. The term of Fintech is derived from combining 'Finance' and 'Technology.' In South Korea, one of the most popular types of Fintech is mobile payment. KakaoPay, which is the first mobile easy payment service in Korea, is a much more simplified type of mobile payment service than ones used in the past, and is provided by the most popular mobile messenger service in Korea, KakaoTalk. However, KakaoPay has few active users in spite of its many advantages, which include convenience, simplicity, and a powerful platform. Thus, the main purpose of this paper is to investigate influencing factors of user resistance on KakaoPay. In order to investigate specific factors, a research model is developed based on the unified understanding of user resistance put forth by Laumer and Eckhardt (2012). After gathering online survey data from KakaoTalk users, an empirical analysis is conducted to verify this research model. The results of this study give insights regarding user resistance factors in the Fintech sector, and by so doing, it is expected that the important factors of user resistance could help the diffusion of new services when new mobile payment services appear in the near future.

Gadget Arms: Interactive Data Visualization using Hand Gesture in Extended Reality (가젯암: 확장현실을 위한 손 제스처 기반 대화형 데이터 시각화 시스템)

  • Choi, JunYoung;Jeong, HaeJin;Jeong, Won-Ki
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.2
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    • pp.31-41
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    • 2019
  • Extended Reality (XR), such as virtual and augmented reality, has huge potential for immersive data visualization and analysis. In XR, users can interact with data and other users realistically by navigating the shared virtual space, allowing for more intuitive data analysis. However, creating a visualization in XR also poses a challenge because complicated, low-level programming is required, which hinders broad adaptation in visual analytics. This paper proposes an interactive visualization authoring tool based on hand gesture for immersive data visualization-Gadget Arms. The proposed system provides a novel user interaction to create and place visualization in the 3D virtual world. This simple, but intuitive, user interaction enables user designs the entire visualization space in the XR without using a host computer and low-level programming. Our user study also confirmed that the proposed user interaction significantly improves the usability of the visualization authoring tool.

Service Strategy of UCC(User Created Contents) in Video -Comparative Analysis of the Portal Naver's Play and Daum's TV Pot- (동영상 UCC(User Created Contents) 서비스 전략 -포털 네이버 '플레이' 와 다음 'TV 팟' 비교 분석-)

  • Choi, Hak-Hyun;Son, Ji-Sung
    • The Journal of the Korea Contents Association
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    • v.7 no.12
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    • pp.41-54
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    • 2007
  • The recent UCC video sector possesses an explosive potential for growth as it will act as a critical factor in determining the popularity of portal sites. We identified and compared the strengths and weaknesses in the UCC sector of "Naver" and "Daum", which are currently in the development phase, and we investigated alternatives as well as proposing an outlook for both portal companies. We believe a better UCC video service will be the deciding factor in a portal's popularity and therefore researches in the UCC video sector must continue.