• 제목/요약/키워드: A potential user

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Incorporating Social Relationship discovered from User's Behavior into Collaborative Filtering (사용자 행동 기반의 사회적 관계를 결합한 사용자 협업적 여과 방법)

  • Thay, Setha;Ha, Inay;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.19 no.2
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    • pp.1-20
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    • 2013
  • Nowadays, social network is a huge communication platform for providing people to connect with one another and to bring users together to share common interests, experiences, and their daily activities. Users spend hours per day in maintaining personal information and interacting with other people via posting, commenting, messaging, games, social events, and applications. Due to the growth of user's distributed information in social network, there is a great potential to utilize the social data to enhance the quality of recommender system. There are some researches focusing on social network analysis that investigate how social network can be used in recommendation domain. Among these researches, we are interested in taking advantages of the interaction between a user and others in social network that can be determined and known as social relationship. Furthermore, mostly user's decisions before purchasing some products depend on suggestion of people who have either the same preferences or closer relationship. For this reason, we believe that user's relationship in social network can provide an effective way to increase the quality in prediction user's interests of recommender system. Therefore, social relationship between users encountered from social network is a common factor to improve the way of predicting user's preferences in the conventional approach. Recommender system is dramatically increasing in popularity and currently being used by many e-commerce sites such as Amazon.com, Last.fm, eBay.com, etc. Collaborative filtering (CF) method is one of the essential and powerful techniques in recommender system for suggesting the appropriate items to user by learning user's preferences. CF method focuses on user data and generates automatic prediction about user's interests by gathering information from users who share similar background and preferences. Specifically, the intension of CF method is to find users who have similar preferences and to suggest target user items that were mostly preferred by those nearest neighbor users. There are two basic units that need to be considered by CF method, the user and the item. Each user needs to provide his rating value on items i.e. movies, products, books, etc to indicate their interests on those items. In addition, CF uses the user-rating matrix to find a group of users who have similar rating with target user. Then, it predicts unknown rating value for items that target user has not rated. Currently, CF has been successfully implemented in both information filtering and e-commerce applications. However, it remains some important challenges such as cold start, data sparsity, and scalability reflected on quality and accuracy of prediction. In order to overcome these challenges, many researchers have proposed various kinds of CF method such as hybrid CF, trust-based CF, social network-based CF, etc. In the purpose of improving the recommendation performance and prediction accuracy of standard CF, in this paper we propose a method which integrates traditional CF technique with social relationship between users discovered from user's behavior in social network i.e. Facebook. We identify user's relationship from behavior of user such as posts and comments interacted with friends in Facebook. We believe that social relationship implicitly inferred from user's behavior can be likely applied to compensate the limitation of conventional approach. Therefore, we extract posts and comments of each user by using Facebook Graph API and calculate feature score among each term to obtain feature vector for computing similarity of user. Then, we combine the result with similarity value computed using traditional CF technique. Finally, our system provides a list of recommended items according to neighbor users who have the biggest total similarity value to the target user. In order to verify and evaluate our proposed method we have performed an experiment on data collected from our Movies Rating System. Prediction accuracy evaluation is conducted to demonstrate how much our algorithm gives the correctness of recommendation to user in terms of MAE. Then, the evaluation of performance is made to show the effectiveness of our method in terms of precision, recall, and F1-measure. Evaluation on coverage is also included in our experiment to see the ability of generating recommendation. The experimental results show that our proposed method outperform and more accurate in suggesting items to users with better performance. The effectiveness of user's behavior in social network particularly shows the significant improvement by up to 6% on recommendation accuracy. Moreover, experiment of recommendation performance shows that incorporating social relationship observed from user's behavior into CF is beneficial and useful to generate recommendation with 7% improvement of performance compared with benchmark methods. Finally, we confirm that interaction between users in social network is able to enhance the accuracy and give better recommendation in conventional approach.

Study on Design Research using Semantic Network Analysis

  • Chung, Jaehee;Nah, Ken;Kim, Sungbum
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.6
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    • pp.563-581
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    • 2015
  • Objective: This study was conducted to investigate the potential of sematic network analysis for design research. Background: As HCD (Human-Centered Design) was emphasized, lots of design research methodologies were developed and used in order to find user needs. However, it is still difficult to discover users' latent needs. This study suggests the semantic network analysis as a complementary means for design research, and proved its potential through the practical application, which compares multi-screen purchase and usage behaviors between America and China. Method: We conducted an in-depth interview with 32 consumers from USA and China, and analyzed interview texts through semantic network analysis. Cross cultural differences in purchase and usage behaviors were investigated, based on measuring centrality and community modularity of devices, functions, key buying factors and brands. Results: Americans use more services and functions in the multi-screen environment, compared to Chinese. As a device substitutes other devices, traditional boundaries of the devices are disappearing in the USA. Americans consider function to recall Apple, but Chinese consider function, design and brand to recall Apple, Sony and Samsung as an important brand at the time of their purchase. Conclusion: This study shows the potential of semantic network analysis for design research through the practical application. Semantic network analysis presents how the concepts regarding a theme are structured in the cognitive map of users with visual images and quantitative data. Therefore, it can complement the qualitative analysis of the existing design research. Application: As the design environment becomes more and more complicated like multi-screen environment, semantic network analysis, which is able to provide design insights in the intuitive and holistic perspective, will be acknowledged as an effective tool for further design research.

An Explorative Study on Development Direction of a Mobile Fitness App Game Associated with Smart Fitness Wear (스마트 피트니스 웨어 연동형 모바일 피트니스 앱 게임의 개발 방향 탐색)

  • Park, Su Youn;Lee, Joo Hyeon
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1225-1235
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    • 2018
  • In this study, as a part of practical and customized smart contents development planning research related to smart fitness contents associated with smart wear that can monitor physical activity, we investigated the potential needs for smart fitness contents through research. As a result, the potential needs for smart fitness contents is 'accessibility to use', 'inducement of interest', 'diverse story line' were derived at the stage of 'before exercise', 'Real - time voice coaching', 'accurate exercise posture monitoring', and 'personalized exercise prescription' were derived at the stage of 'during exercise'. At the stage of 'after exercise', 'substantial reward system', 'grading system', 'body figure change monitoring' and 'everyday life monitoring' were derived. At the stage of 'connection to the next exercise', 'triggering exercise motivation', 'high sustainability' wear derived.

VR Contents Design using Tangible Interaction (Tangible Interaction을 활용한 가상현실 콘텐츠 디자인에 관한 연구)

  • 이현진
    • Archives of design research
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    • v.17 no.2
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    • pp.463-470
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    • 2004
  • This paper studied tangible interaction design of VR platform and its applications that are economic In development process and cost, flexible by contents and installation conditions, and that has business potential for consumer market. The design solution uses video based virtual world and tangible interaction by motion tracking. Our platform enables a user to monitor their action and to collaborate with other users of remote place within attractive interaction feedback. We developed two design applications, Glass Xylophone 2003 and VR Class, in our platform. Glass Xylophone 2003 provides interactive music performance and helps self practice of glass xylophone. VR Class gives more serious distance learning experience with tutoring and group collaboration. They are presented in public exhibitions and tested by exhibition visitors. They showed application potential of this design solution in interactive game, distance learning, and entertainment field.

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The Study for Context Aware Information Retrieval in Ubiquitous Computing Environment Using UCC Resources (UCC자원을 이용한 유비쿼터스 컴퓨팅 환경에서의 상황인식 정보검색기법에 대한 연구)

  • Lee, Haesung;Kwon, Joonhee
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.12-16
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    • 2009
  • Exponentially increasing UCC, experiences which some people get at the specific time and in the specific location are shared on the Web more easily. Also, UCC have been more reliable and more efficient resources, because of many people's natural valuation on each UCC. UCC have potential possibility to be primary factor in all ubiquitous computing environment. However, like ubiquitous computing techniques themselves the current availability and utilization of online UCC is far from realizing their full potential. In this paper, we propose a technique that integrates existing methods from information retrieval and tagging technologies to correspond with user's underlying need for some information in ubiquitous computing environment.

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A Study on the Customer Satisfaction for Smart Audio's Concept Features through the Kano Model (카노모델(Kano Model)을 이용한 스마트 오디오 컨셉 기능의 고객만족에 관한 연구)

  • Shin, HoonChul;Kim, Jonghak;Park, Young-Taek
    • Journal of Korean Society for Quality Management
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    • v.44 no.4
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    • pp.951-963
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    • 2016
  • Purpose: This study was conducted to analyze the potential customer's satisfaction for the concepts of smart audio features and utilize the results when developing the customer-oriented products. Methods: 16 different features were derived via the market research and professionals' interviews. The most satisfactory features were selected through "Kano model", the relative importance of Customer Satisfaction Coefficient, and respondents' preferences from 339 valid survey answers. Results: 15 out of the 16 features were categorized as attractive attribute. "'User Recognizing' and 'Strengthen Linking' groups", such as Auto connection with Smart-phone music player, Synchronization of TV & Audio, and Volume control situational awareness, were shown to provide higher satisfactions to those potential customers. On the other hand, Group 'Integrating Function', such as Aromatherapy and Auto lighting reaction, was shown to be relatively least preferred features. Conclusion: This study enabled which features could lead to the customer satisfaction. Nevertheless, it still requires extensive analyses in different countries and diverse cultures to target the global market. The audio product planners and R&D professionals are expected to learn useful information from such studies.

Introducing the Latest 3GPP Specifications and their Potential for Future AMI Applications

  • Koumadi, Koudjo M.;Park, Byong-seok;Myoung, Nogil
    • KEPCO Journal on Electric Power and Energy
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    • v.2 no.2
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    • pp.245-251
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    • 2016
  • Despite the exponential throughput improvement in mobile communications systems, their ability to satisfy requirements of state-of-the-art and future applications of advanced metering infrastructure (AMI) is still under investigation. Challenges are mainly due to the inadequacy of third generation partnership project (3GPP) networks to support large amounts of devices simultaneously, while the number of AMI end-devices and the frequency of their data transmission increase with new AMI-based applications. In this introductory survey, innovative and future AMI applications and their communication requirements are first reviewed. Then, we identify challenges of 3GPP long term evolution (LTE) in enabling future AMI applications. More importantly, the latest improvements to LTE-A standard release 12 and 13 are reviewed and analyzed with regards to their potential to improve the quality of LTE-enabled AMI. It is found that 3GPP enhancements on machine type communications (MTC) standards will significantly enhance AMI communications. Beyond MTC specifications, non-MTC-specific enhancements such as carrier aggregation and multi-connectivity for user equipment will also contribute greatly to improving reliability and availability of AMI devices. The paper's focus is towards improved backhaul support for innovative and future AMI applications, beyond traditional automatic meter reading.

Innovation and Challenges of Urban Creative Products in Digital Media Art - Tourist cities in China for example

  • Ma Xiaoyu;Lee Jaewoo
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.175-181
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    • 2024
  • The paper examines the impact of digital media art on urban creative products, analyzing opportunities and challenges in the digital era. It emphasizes the development of urban cultural and creative products, highlighting their significance and future growth potential. The digital media era provides unprecedented innovation opportunities, utilizing advanced tools for efficient design, production, and marketing. Trends like personalization, customization, AI, and big data offer new expressions and market prospects. Cultural products evolve in design, marketing, and sales channels due to digital media, with tools like social media and e-commerce platforms opening new promotion avenues. Case studies illustrate digital media's role in driving innovation and enhancing user experiences. The paper addresses challenges in market competition, copyright, and technological renewal, while recognizing opportunities from AI and big data. The creative industries must adapt and innovate to remain relevant. Looking ahead, urban creative products will evolve under digitalization, relying on digital means to attract consumers and enhance brand value. Cultural products, beyond economic entities, disseminate urban culture and creative spirit. In the digital era, urban creative products demonstrate potential and necessity, prompting a reevaluation of digital technology's role. Through continuous innovation, this field contributes to cultural and economic levels, impacting urban characteristics and heritage. Urban creative products play an increasingly vital role in the global cultural and creative economy.

Turning Parameter Optimization Based on Evolutionary Computation (선삭변수 최적화를 위한 진화 알고리듬 응용)

  • 이성열;곽규섭
    • Korean Management Science Review
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    • v.18 no.2
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    • pp.117-124
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    • 2001
  • This paper presents a machining parameter selection approach using an evolutionary computation (EC). In order to perform a successful material cutting process, the engineer is to select suitable machining parameters. Until now, it has been mostly done by the handbook look-up or solving optimization equations which is inconvenient when not in handy. The main thrust of the paper is to provide a handy machining parameter selection approach. The EC is applied to rapidly find optimal machining parameters for the user\\`s specific machining conditions. The EC is basically a combination of genetic a1gorithm and microcanonical stochastic simulated annealing method. The approach is described in detail with an application example. The paper concludes with a discussion on the potential of the proposed approach.

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Adaptive Image Transmission Scheme for Vision-Based Telerobot Control (시각기반 원격로봇 제어를 위한 적응 영상전송기법)

  • Lee, Jong-Kwang;Yoon, Ji-Sup;Kang, E-Sok
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.28 no.11
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    • pp.1637-1645
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    • 2004
  • In remote control of telerobotics equipment, the real-time visual feedback is necessary in order to facilitate real-time control. Because of the network congestion and the associated delays, the real-time image feedback is generally difficult in the public networks like internet. If the remote user is not able to receive the image feedback within a certain time, the work performance may tend to decrease, and it makes difficulties to control of the telerobotics equipment. In this paper, we propose an improved visual feedback scheme over the internet for telerobotics system. The size of a remote site image and its quality are adjusted for efficient transmission. The constructed system has a better real-time update characteristics, and shows a potential for the real-time visual control of the telerobotics system.