• Title/Summary/Keyword: A potential user

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Development of a User Centered Web Site for Mental Health Management in Adolescents (초고속 통신망을 이용한 청소년의 정신건강관리 지원시스템 개발)

  • Bae, Jeong-Yee
    • Journal of Korean Academy of Nursing
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    • v.37 no.1
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    • pp.14-25
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    • 2007
  • Purpose: A user centered web-based mental health management system may be particularly useful in Korea where there is widespread diffusion of personal computers and internet connectivity. The purpose of this paper was to describe the development of a web-based system for mental health management in adolescents using principals of a user centered design. Method: Our design process includes five distinct phases: needs assessment, analysis, design, development/testing/revision, and application release. Results: Web content includes an introduction, information about mental health management in adolescents, self-assessment and guidance, interventions for improving mental health, directory of self-help groups, and counseling and additional community resources. The web site was released using the URL: http://www.baejy.com/youth. Conclusion: The end result was a web based mental health management system for adolescents with a high degree of usability. The author believes that web-based mental health interventions in the future have true potential in helping Koreans who are suffering, or at risk, for mental health problems, particularly because of the stigma related to psychiatric therapy in Korea.

Analysis of User's Eye Gaze Distribution while Interacting with a Robotic Character (로봇 캐릭터와의 상호작용에서 사용자의 시선 배분 분석)

  • Jang, Seyun;Cho, Hye-Kyung
    • The Journal of Korea Robotics Society
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    • v.14 no.1
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    • pp.74-79
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    • 2019
  • In this paper, we develop a virtual experimental environment to investigate users' eye gaze in human-robot social interaction, and verify it's potential for further studies. The system consists of a 3D robot character capable of hosting simple interactions with a user, and a gaze processing module recording which body part of the robot character, such as eyes, mouth or arms, the user is looking at, regardless of whether the robot is stationary or moving. To verify that the results acquired on this virtual environment are aligned with those of physically existing robots, we performed robot-guided quiz sessions with 120 participants and compared the participants' gaze patterns with those in previous works. The results included the followings. First, when interacting with the robot character, the user's gaze pattern showed similar statistics as the conversations between humans. Second, an animated mouth of the robot character received longer attention compared to the stationary one. Third, nonverbal interactions such as leakage cues were also effective in the interaction with the robot character, and the correct answer ratios of the cued groups were higher. Finally, gender differences in the users' gaze were observed, especially in the frequency of the mutual gaze.

A Survey on the Perception and Satisfaction of Korean Medicine in Children and Youth in Chungcheongbuk-do - A Survey of Parents (충북지역 소아 청소년 한의 치료에 대한 인식 및 만족도 조사 - 보호자 대상 설문 연구)

  • Kim Tae-Jeong;Sung Hyun-Kyung
    • The Journal of Pediatrics of Korean Medicine
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    • v.37 no.4
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    • pp.15-24
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    • 2023
  • Objectives This study aimed to identify the current status and satisfaction with Korean medicine treatment and analyze the perceptions of parents about Korean medicine treatment in children. Methods A Web survey (Moaform) was conducted with 52 parents whose children used Korean medicine and 53 parents who did not. We investigated the reasons why the user group chose treatment and satisfaction with each treatment and why the non-user group did not choose the treatment. Results Children in the user group were frequently prescribed herbal medicines (decoctions) and acupuncture. However, they showed low satisfaction in terms of fear of acupuncture and dissatisfaction with the unique taste of herbal medicine. Non-user parents had a favorable opinion of Korean medicine, but had relatively negative perceptions about whether their children were willing to visit in the future. Conclusions Parents who used Korean medicine for their children had positive perceptions and trust in Korean medicine. However, those who did not use Korean medicine were concerned about the safety and potential harm of its application to their children.

EEG and ERP based Degree of Internet Game Addiction Analysis (EEG 및 ERP를 이용한 인터넷 게임 과몰입 분석)

  • Lee, Jae-Yoon;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
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    • v.17 no.11
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    • pp.1325-1334
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    • 2014
  • Recently game addiction of young people has become a social issue. Therefore, many studies, mostly surveys, have been conducted to diagnose game addiction. In this paper, we suggest how to distinguish levels of addiction based on EEG. To this end, we first classify four groups by the degrees of addiction to internet games (High-risk group, Vigilance group, Normal group, Good-user group) using CSG (Comprehensive Scale for Assessing Game Behavior) and then measure their Event Related Potential(ERP) in the Go/NoGo Task. Specifically, we measure the signals of P300, N400 and N200 from the channels of the NoGo stimulus and Go stimulus. In addition, we extract distinct features from the discrete wavelet transform of the EEG signal and use these features to distinguish the degrees of addiction to internet games. The experiments in this study show that High-risk and Vigilance group exhibit lower Go-N200 amplitude of Fz channel than Normal and Good-user groups. In Go-P300 and NoGo-P300 of Fz channel, High-risk and Vigilance groups exhibit higher amplitude than Normal and Good-user group. In Go-N400 and NoGo-N400 of Pz channel, High-risk and Vigilance group exhibit lower amplitude than Normal and Good-user group. The test after the learning study of the extracted characteristics of each frequency band from the EEG signal showed 85% classification accuracy.

An Analysis on the Influence of Smartphone Addiction by University Students of Radiological Science on School Life (방사선학과 대학생의 스마트폰 과의존이 대학교 생활적응에 미치는 영향 분석)

  • Jung, Hong-Ryang;Huang, Yuxin;Choi, JI-Hoon
    • Journal of radiological science and technology
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    • v.42 no.5
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    • pp.387-392
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    • 2019
  • This study analyzed the influence of smartphone addiction on adaptation to school life by using the questionnaire survey method of 431 students of radiological science in six regions. The results showed that 89.6% of students are the general user group, 6.3% the high risk group and 4.2% the potential risk group. Adaptability to school life was found to be social adaptability 3.71, righteous adaptability 3.17 and academic adaptability 2.95. Academic adaptability was 3.06 for male students and 2.79 for female students. And righteous adaptability was 3.26 for male students and 3.03 for female students. As a result, male students were more adaptable than female students in academic adaptability and righteous adaptability, which was statistically significant. And Social adaptability was 3.73 for female students and 3.68 for male students, but there was no significant difference(p<.001). Adaptability to school life by smartphone addiction level was found to be the general user group 3.19, the potential risk group 3.05 and the high risk group 2.81. The difference of righteous adaptability between the general user group and the high risk group was statistically significant. And social and academic adaptability of the general user group and the high risk group was no significant(p<.01).

A Design of the Finite State Machine to Control User's Gaze on a Screen (화면 응시 제어를 위한 유한 상태 기계 설계)

  • Moon, Bong-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.5
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    • pp.127-134
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    • 2011
  • A finite state machine was designed to control user's gaze on the screen when the user is monitoring the. It consists of a set of situations where pupils are gazed and a set of states which decide the gaze on a screen or sleeping. The states were especially classified into main states, pre-states and potential states. The machine uses the situation history, which decide current state using continuous previous situation and current situation, and improves the accuracy to control the gaze on a screen. We implemented the machine with the data which were get using a pupil detection method, and tested the verification of the system with monitoring operations. The experimentation using the method which get date from real images shows advantage of decision whether it is temporary gaze or long-term gaze.

Creating a Smartphone User Recommendation System Using Clustering (클러스터링을 이용한 스마트폰 사용자 추천 시스템 만들기)

  • Jin Hyoung AN
    • Journal of Korea Artificial Intelligence Association
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    • v.2 no.1
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    • pp.1-6
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    • 2024
  • In this paper, we develop an AI-based recommendation system that matches the specifications of smartphones from company 'S'. The system aims to simplify the complex decision-making process of consumers and guide them to choose the smartphone that best suits their daily needs. The recommendation system analyzes five specifications of smartphones (price, battery capacity, weight, camera quality, capacity) to help users make informed decisions without searching for extensive information. This approach not only saves time but also improves user satisfaction by ensuring that the selected smartphone closely matches the user's lifestyle and needs. The system utilizes unsupervised learning, i.e. clustering (K-MEANS, DBSCAN, Hierarchical Clustering), and provides personalized recommendations by evaluating them with silhouette scores, ensuring accurate and reliable grouping of similar smartphone models. By leveraging advanced data analysis techniques, the system can identify subtle patterns and preferences that might not be immediately apparent to consumers, enhancing the overall user experience. The ultimate goal of this AI recommendation system is to simplify the smartphone selection process, making it more accessible and user-friendly for all consumers. This paper discusses the data collection, preprocessing, development, implementation, and potential impact of the system using Pandas, crawling, scikit-learn, etc., and highlights the benefits of helping consumers explore the various options available and confidently choose the smartphone that best suits their daily lives.

Affordable 3D VR Technology for Sensible Design - An Approach to Designing an End-User Oriented Service Space (3D VR 기술을 이용한 서비스 공간의 감성적 디자인)

  • Yoon, So-Yeon;Hwang, Jo-Hye;Park, Jung-A
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.269-278
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    • 2010
  • Today's Virtual Reality(VR) technology has become considerably more affordable and sophisticated with rapidly advancing computer technology. Photo-realistic visual representations along with real-time interactivity are now achievable without special programing knowledge and expensive equipment. The purpose of this paper is to establish how simple, credible user testing methods based on VR simulations can be utilized to improve design decision making towards more sensible design solutions for end-users. Results of a case study demonstrate the value of potential user-testing feedback in a simulated 3D virtual service space, i.e., restaurant interior. User feedback from the VR simulation includes preferences in table location, privacy, and values of seating preferred tables. A new design framework incorporating an empirical testing method for service spaces is presented. The overall design process, the development of the VE, and the user testing method and findings are discussed. This study provides useful guidances for future efforts in the areas where such technology may benefit to understand end-user feedbacks in design process.

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A Study on the Effect of Chatbot Characteristics on Customer Satisfaction in China's e-commerce Platform (중국 전자상거래 플랫폼에서 챗봇의 특성이 고객만족도에 미치는 영향에 관한 연구)

  • Chengzhen Wu;Gyoo Gun Lim
    • Journal of Information Technology Services
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    • v.22 no.6
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    • pp.37-53
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    • 2023
  • With the development of the 4th industrial revolution, companies are trying to introduce new AI technologies and improve their performance. In particular, chatbot technology has developed and can not only communicate smoothly with humans, but also perform many complex tasks, so it has high market potential. However, there is still little research on chatbots in the field of e-commerce. Accordingly, this study aims to suggest ways to improve corporate performance through chatbot user satisfaction analysis. With the rapid development of China's e-commerce platform, In this study, through previous studies, the characteristics of chatbots were classified into accessibility, accuracy, empathy, reliability, and intimacy as factors influencing perceived usefulness, perceived ease, and perceived enjoyment of the Technology Acceptance Model (TAM). Five were selected and used as independent variables, and a model that affects customer satisfaction was set up. This paper sets user satisfaction as an important indicator of chatbot service and analyzes the path that affects user satisfaction, thereby improving chatbot service technology. It is important in that it provides a way to improve the smart chatbot service by understanding the degree of user acceptance in depth.

Digital-Carrier Multi-Band User Codes for Baseband UWB Multiple Access

  • Yang, Liuqing;Giannakis, Georgios-B.
    • Journal of Communications and Networks
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    • v.5 no.4
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    • pp.374-385
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    • 2003
  • The growing interest towards ultra-wideband (UWB) communications stems from its unique features such as baseband operation, ample multipath diversity, and the potential of enhanced user capacity. But since UWB has to overlay existing narrowband systems, multiple access has to be achieved in the presence of narrowband interference (NBI). However, existing baseband spreading codes for UWB multiple access are not flexible in handling NBI. In this paper, we introduce two novel spreading codes that not only enable baseband UWB multiple access, but also facilitate flexible NBI cancellation. We construct our codes using a single carrier or multiple carriers (SC or MC), which can be implemented with standard discrete-cosine transform (DCT) circuits. With our SC/MC codes, NBI can be avoided by simply nulling undesired digital carriers. Being digital, these SC/MC codes give rise to multiband UWB systems, without invoking analog carriers. In addition, our SC/MC codes enable full multipath diversity, and maximum coding gains. Equally attractive is their capability to reduce the number of interfering users, with simple matched filter operations. Comprehensive simulations are also carried out to corroborate our analysis.