• Title/Summary/Keyword: A potential user

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The Applications of Online, Multi-User Virtual Environments for Architectural & Interior Design Communication (건축·인테리어 디자인과정의 커뮤니케이션을 위한 온라인 다중 사용자 가상환경 활용 사례 연구)

  • Hong, Seung-Wan;Yoo, Chang-Geun
    • Journal of the Korean housing association
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    • v.25 no.1
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    • pp.41-50
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    • 2014
  • Architectural & Interior design communication is a process of exchanging information between architects and other professionals, clients, and prospectus users, and a design medium is a means of communication. Using non-immersive, conventional media, it is challenging for architects communicate physical details and users' activities in not yet built three-dimensional buildings to others. Recent advances online, Multi-User Virtual Environments (MUVEs) allow architects and other professionals to experience a virtually constructed building together using anthropomorphic avatars. In addition, MUVEs also enable them to be aware of the presence and activity of each other. Previous studies suggest that the aforementioned characteristics of MUVEs may facilitate communication between architects and others. But these are focused on communication in controlled experimental conditions. This paper discusses the ways in which MUVEs are applied for authentic and long-term collaboration, design studio, and cultural heritage reconstruction projects, produced by digital design group at the UC Berkeley and the Technion-Israel Institute of Technology, and analyzes the influences of MUVEs on those projects. MUVEs helped more precise communication between architects, electronic engineers, and medical staffs, who are collaborating for developing pioneering technology for hospitals. In design studios, MUVEs allowed students to experience other students' design outputs, and thus helped them share ideas mutually. In addition, in cultural heritage reconstruction projects, MUVEs were used for communicating with historians and residents in order to collect evidence. Based on this study, we propose that MUVEs have strong potential for enhancing the communication between architects and other professionals.

A GUI State Comparison Technique for Effective Model-based Android GUI Testing (효과적인 모델 기반 안드로이드 GUI 테스팅을 위한 GUI 상태 비교 기법)

  • Baek, Youngmin;Hong, Gwangui;Bae, Doo-hwan
    • Journal of KIISE
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    • v.42 no.11
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    • pp.1386-1396
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    • 2015
  • Graphical user interface testing (GUI testing) techniques have been widely used to test the functionality of Android applications (apps) and to detect faults for verification of the reliability and usability of apps. To adequately test the behaviors of apps, a number of studies on model-based GUI testing techniques have been performed on Android apps. However, the effectiveness of model-based techniques greatly depends on the quality of the GUI model, because model-based GUI testing techniques generate test inputs based on this model. Therefore, in order to improve testing effectiveness in model-based techniques, accurate and efficient GUI model generation has to be achieved using an improved model generation technique with concrete definition of GUI states. For accurate and efficient generation of a GUI model and test inputs, this study suggests a hierarchical GUI state comparison technique and evaluates this technique through comparison with the existing model-based techniques, considering activities as GUI states. Our results show that the proposed technique outperforms existing approaches and has the potential to improve the performance of model-based GUI testing techniques for Android apps.

User Experience (UX) in the Early Days of Generative AI : The benefits and concerns of employees in their 30s and 40s through the Q-methodology (생성형 인공지능 초기 단계의 사용자경험(UX): Q-방법론을 통해 살펴본 30-40대 직장인의 편의와 우려)

  • Yi, Eunju;Yun, Ji-Chan;Lee, Junsik;Park, Do-Hyung
    • The Journal of Information Systems
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    • v.33 no.1
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    • pp.1-30
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    • 2024
  • Purpose The purpose of this study is to examine the customer experience of generative AI among office workers aged 30 to 40, investigating usability, usefulness, and affect, and understanding concerns and expectations. Design/Methodology/Approach This research used Q methodology to assess the customer experience of generative AI. Users are engaged in a problem-solving journey, and data is collected by having participants rank 36 statements based on usability, usefulness, and affect, referred to as the three goals of User Experience. Participants use a forced distribution table with a scale from -5 to +5 to indicate the subjective importance of each statement. The results identified four groups, reflecting different perspectives and attitudes toward generative AI. Findings Participants express overall comfort with generative AI, perceive AI as more knowledgeable in unfamiliar domains, but harbor doubts about AI's understanding. Disagreements emerge on AI replacing humans, the value of unique human roles, data confidentiality, fears of AI advancement, and emotional impacts. Identified four groups: Users who treat AI as a soulless assistant and are active in business use, Uncle users who want to use new technologies properly and are not afraid of technology, users who recognize the limits of AI despite its efficiency, and users who require strong verification in the future. It has the potential to guide future guidelines, ethical codes, and regulations for the appropriate use of AI. In addition, this approach lays the groundwork for future empirical analyses of generative AI.

Smartphone-User Interactive based Self Developing Place-Time-Activity Coupled Prediction Method for Daily Routine Planning System (일상생활 계획을 위한 스마트폰-사용자 상호작용 기반 지속 발전 가능한 사용자 맞춤 위치-시간-행동 추론 방법)

  • Lee, Beom-Jin;Kim, Jiseob;Ryu, Je-Hwan;Heo, Min-Oh;Kim, Joo-Seuk;Zhang, Byoung-Tak
    • KIISE Transactions on Computing Practices
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    • v.21 no.2
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    • pp.154-159
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    • 2015
  • Over the past few years, user needs in the smartphone application market have been shifted from diversity toward intelligence. Here, we propose a novel cognitive agent that plans the daily routines of users using the lifelog data collected by the smart phones of individuals. The proposed method first employs DPGMM (Dirichlet Process Gaussian Mixture Model) to automatically extract the users' POI (Point of Interest) from the lifelog data. After extraction, the POI and other meaningful features such as GPS, the user's activity label extracted from the log data is then used to learn the patterns of the user's daily routine by POMDP (Partially Observable Markov Decision Process). To determine the significant patterns within the user's time dependent patterns, collaboration was made with the SNS application Foursquare to record the locations visited by the user and the activities that the user had performed. The method was evaluated by predicting the daily routine of seven users with 3300 feedback data. Experimental results showed that daily routine scheduling can be established after seven days of lifelogged data and feedback data have been collected, demonstrating the potential of the new method of place-time-activity coupled daily routine planning systems in the intelligence application market.

A proof-of-concept study of extracting patient histories for rare/intractable diseases from social media

  • Yamaguchi, Atsuko;Queralt-Rosinach, Nuria
    • Genomics & Informatics
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    • v.18 no.2
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    • pp.17.1-17.4
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    • 2020
  • The amount of content on social media platforms such as Twitter is expanding rapidly. Simultaneously, the lack of patient information seriously hinders the diagnosis and treatment of rare/intractable diseases. However, these patient communities are especially active on social media. Data from social media could serve as a source of patient-centric knowledge for these diseases complementary to the information collected in clinical settings and patient registries, and may also have potential for research use. To explore this question, we attempted to extract patient-centric knowledge from social media as a task for the 3-day Biomedical Linked Annotation Hackathon 6 (BLAH6). We selected amyotrophic lateral sclerosis and multiple sclerosis as use cases of rare and intractable diseases, respectively, and we extracted patient histories related to these health conditions from Twitter. Four diagnosed patients for each disease were selected. From the user timelines of these eight patients, we extracted tweets that might be related to health conditions. Based on our experiment, we show that our approach has considerable potential, although we identified problems that should be addressed in future attempts to mine information about rare/intractable diseases from Twitter.

Competing-Complementarity of Social Media on News Organizations

  • Palekar, Shailesh;Sedera, Darshana
    • Asia pacific journal of information systems
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    • v.25 no.2
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    • pp.370-402
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    • 2015
  • The dynamic capabilities of social media are changing the nature of contemporary news by allowing users to communicate and create content, deliver and share newsworthy information, and consume news. News organizations engage with social media because this computer-mediated tool provides an alternative platform for delivering news and connecting with global audiences. This role of social media is conceptualized as its complementarity. However, when mass user-generated-content is constantly shared with other users, more users are attracted to indulge in news-seeking activities on social media. This phenomenon potentially fulfills users' news requirements on social media, which is contrary to what news companies envisioned when they began engaging with social media. This dichotomous role of social media, providing complementarity and showing the potential for becoming a superior news medium, is conceptualized as its competing-complementarity. This paper offers preliminary evidence of competing-complementarity by analyzing the news consumption of individuals. Such consumption is explained through the theoretical perspective of punctuated equilibrium by conceptualizing news consumption as a deep structure radically impacted by a disruptive technology. Although social media benefit news organizations, its competing potential poses serious challenges to their monopolistic controls on news production, distribution, readership, and revenue generation.

Green Tourism Accessibility Evaluation for Policy Making of Rural Closed School - Case By Chungcheongnamdo Province - (농촌폐교 활용 정책수립을 위한 그린투어리즘 접근성 평가 - 충청남도를 대상으로-)

  • Chang, Woo-Seok;Jung, Nam-Su
    • Journal of Korean Society of Rural Planning
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    • v.19 no.4
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    • pp.293-306
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    • 2013
  • According to the increase of rural experience, that is important in satisfying needs of green tourism and vitalizing rural economy to use closed school in rural area as experience facility. For using closed school as experience facility, political and institutional assistants are needed in effective equipments and stable operation based on multi-perspective approach and analysis. In this study, we try to evaluate green-tourism accessibility of rural experience facility remodeled from closed school considering regional population and spatial characteristics. In evaluating process, gravity potential model are adapted with considering group size of customer and distance-friction coefficient. Distance-friction coefficient is a function of user restriction which depend on possible activity in each experience facility. Green tourism accessibility of experience facility is calculated with summation of accessibility to each region, and we analyzed it as a group by closed school type and location with application in Chungcheongnam-do. We found a correlation between green tourism accessibility of rural closed school and their income.

An Adaptive Learning System based on Learner's Behavior Preferences (학습자 행위 선호도에 기반한 적응적 학습 시스템)

  • Kim, Yong-Se;Cha, Hyun-Jin;Park, Seon-Hee;Cho, Yun-Jung;Yoon, Tae-Bok;Jung, Young-Mo;Lee, Jee-Hyong
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.519-525
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    • 2006
  • Advances in information and telecommunication technology increasingly reveal the potential of computer supported education. However, most computer supported learning systems until recently did not pay much attention to different characteristics of individual learners. Intelligent learning environments adaptive to learner's preferences and tasks are desired. Each learner has different preferences and needs, so it is very crucial to provide the different styles of learners with different learning environments that are more preferred and more efficient to them. This paper reports a study of the intelligent learning environment where the learner's preferences are diagnosed using learner models, and then user interfaces are customized in an adaptive manner to accommodate the preferences. In this research, the learning user interfaces were designed based on a learning-style model by Felder & Silverman, so that different learner preferences are revealed through user interactions with the system. Then, a learning style modeling is done from learner behavior patterns using Decision Tree and Neural Network approaches. In this way, an intelligent learning system adaptive to learning styles can be built. Further research efforts are being made to accommodate various other kinds of learner characteristics such as emotion and motivation as well as learning mastery in providing adaptive learning support.

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Gaze Interaction Using Half Blink Selection and The Wearable AR System (반 깜박임 선택을 이용한 응시 상호작용과 착용형 AR 시스템)

  • Park, Hyung-Min;Lee, Jae-Young;Lee, Seok-Han;Choi, Jong-Soo
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.46 no.5
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    • pp.91-100
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    • 2009
  • In this paper, we propose a wearable augmented reality system using gaze interaction. Gaze interaction has been considered to be the potential of easy, natural and fast way of interaction and becomes a suitable way in optical see-through HMD based wearable AR. Our system recognizes user's gaze point, half blink motion and displays the information of object seen by user to HMD. Half blink selection technique avoids the Midas touch problem and represents user's intention correctly. We've developed a AR annotation system and estimated the usability of gaze interaction. The accuracy and robustness of our technique is verified on the experimental results.

The Evaluation of Web Contents by User 'Likes' Count: An Usefulness of hT-index for Topic Preference Measurement

  • Song, Yeseul;Park, Ji-Hong;Shim, Jiyoung
    • Journal of the Korean Society for Library and Information Science
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    • v.49 no.2
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    • pp.27-49
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    • 2015
  • The purpose of this study is to suggest an appropriate index for evaluating preferences of Web contents by examining the h-index and its variants. It focuses on how successfully each index represents relative user preference towards topical subjects. Based on data obtained from a popular IT blog (engadget.com), subject values of the h-index and its variants were calculated using 53 subject categories, article counts and the 'Likes' counts aggregated in each category. These values were compared through critical analysis of the indices and Spearman rank correlation analysis. A PFNet (Pathfinder Network) of subjects weighted by $h_T$ values was drawn and cluster analysis was conducted. Based on the four criteria suggested for the evaluation of Web contents, we concluded that the $h_T$-index is a relatively appropriate tool for the Web contents preference evaluation. The $h_T$-index was applied to visually represent the relative weight (topic preference by user 'Likes' count) for each subject category of the real online contents after suggesting the relative appropriateness of the $h_T$-index. Applying scientometric indicators to Web information could provide new insights into, and potential methods for, Web contents evaluation. In addition, information on the focus of users' attention would help online informants to plan more effective content strategies. The study tries to expand the application area of the h-type indices to non-academic online environments. The research procedure enables examination of the appropriateness of the index and highlights considerations for applying the indicators to Web contents.