• Title/Summary/Keyword: Analysis of User Behaviors

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Developing User Persona Based on the Factors of Visitor Recreation Activities in Hongneung Experimental Forest

  • Jang, Youn-Sun;Yoo, Rhee-Hwa;Lee, Jeong-Hee
    • Journal of People, Plants, and Environment
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    • v.22 no.5
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    • pp.525-539
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    • 2019
  • Much research has been conducted on user behavior by taking surveys and interviews to plan the green space effectively. However, there is a limitation in understanding detailed user characteristics such as personalities and values. This study applied the Persona-based Scenario Method (PSM) to Hongneung Experimental Forest to understand the detailed needs and behaviors of the users in the forest recreation area. The PSM is a user experience modeling technique, which tries to understand the users by describing the type of users as real people. This study 1) extracts the factors of visitor recreation activities in Hongneung Experimental Forest based on the results of the survey, 2) develops user personas based on the results of survey and comes up with activity factors, and 3) designs user scenarios. As a result of applying the PSM, 64 factors of visitor activities were derived from the observation survey in 14 sites of Hongneung Experimental Forest and 25 key factors of visitor activities were chosen through observer's brainstorming. Second, three types of personas were developed considering the key factors and the results of user characteristics with quantitative and qualitative analysis. Lastly, context scenarios were designed by applying the key factors of visitor recreation activities to the persona model. We identified the design problems of the space and design requirements through the scenarios. This study has significance in that it takes an approach from the user perspective and was applied to the forest recreation area, which was mainly used in product design. The developed personas could be used for deriving design elements and setting the direction for planning considering detailed needs, behaviors and characteristics of users.

A Study on Similarity Comparison for File DNA-Based Metamorphic Malware Detection (파일 DNA 기반의 변종 악성코드 탐지를 위한 유사도 비교에 관한 연구)

  • Jang, Eun-Gyeom;Lee, Sang Jun;Lee, Joong In
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.1
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    • pp.85-94
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    • 2014
  • This paper studied the detection technique using file DNA-based behavior pattern analysis in order to minimize damage to user system by malicious programs before signature or security patch is released. The file DNA-based detection technique was applied to defend against zero day attack and to minimize false detection, by remedying weaknesses of the conventional network-based packet detection technique and process-based detection technique. For the file DNA-based detection technique, abnormal behaviors of malware were splitted into network-related behaviors and process-related behaviors. This technique was employed to check and block crucial behaviors of process and network behaviors operating in user system, according to the fixed conditions, to analyze the similarity of behavior patterns of malware, based on the file DNA which process behaviors and network behaviors are mixed, and to deal with it rapidly through hazard warning and cut-off.

UBAF(User Behavior Analysis Framework) for u-Home Network (유비쿼터스 홈네트워크를 위한 사용자 행위 분석 프레임워크)

  • Jung, Ji Hong;Kim, Woo Yeol;Kim, R. Young Chul
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.5
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    • pp.121-127
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    • 2008
  • User needs in residential environment have very complicated and variety connection with others. u-home system for the near future is need to be combined acceptance of exist user needs as well as needs on new technology relating with u-Home. The study proposes a User Behavior Analysis Framework - UBAF for applying the user needs to the system more efficiently and developing the system by classifying patterns for the needs based on date of user behavior analysis. UBAF is a developing framework getting the basic idea of combining system modeling methods on SE and user modeling methods considering on HCI. It will be applicable to develop the system with core user behaviors by applying a standard way on u-Home. For example, the study transforms information into knowledge the system modeling and user modeling with analyzing a scenario for indoor temperature controlling on u-Home.

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Event Modeling for Static Analysis of JavaScript Event Dispatch (자바스크립트의 이벤트 동작 분석을 위한 이벤트 모델링)

  • Ryou, Yeonhee;Ryu, Sukyoung
    • KIISE Transactions on Computing Practices
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    • v.21 no.12
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    • pp.751-755
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    • 2015
  • Many JavaScript programs are event-driven in the sense that they heavily use event functions that take user inputs to manipulate program behaviors. Thus, in order to statically analyze event-driven JavaScript programs effectively and precisely, static analyzers should be able to understand and precisely analyze the behaviors of events in terms of how they are created and evaluated. In this paper, we describe several reasons why static analysis of event behaviors in JavaScript programs is particularly difficult, and present a new event modeling mechanism that can represent behaviors of events precisely and efficiently for effective analysis of event-based JavaScript programs.

Personalized Recommendation Algorithm of Interior Design Style Based on Local Social Network

  • Guohui Fan;Chen Guo
    • Journal of Information Processing Systems
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    • v.19 no.5
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    • pp.576-589
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    • 2023
  • To upgrade home style recommendations and user satisfaction, this paper proposes a personalized and optimized recommendation algorithm for interior design style based on local social network, which includes data acquisition by three-dimensional (3D) model, home-style feature definition, and style association mining. Through the analysis of user behaviors, the user interest model is established accordingly. Combined with the location-based social network of association rule mining algorithm, the association analysis of the 3D model dataset of interior design style is carried out, so as to get relevant home-style recommendations. The experimental results show that the proposed algorithm can complete effective analysis of 3D interior home style with the recommendation accuracy of 82% and the recommendation time of 1.1 minutes, which indicates excellent application effect.

A study on user experience design research of interactive TV for children. (사용자경험 리서치를 통한 유아용 인터렉티브 TV 연구)

  • Jeon, Eun-Yong;Eune, Ju-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.818-825
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    • 2009
  • Edutainment is the one of important factors to study interactive TV for children, and it is a big portion in kid's marketing and education market as well. The aim of this study is to design interactive TV for children to maximize edutainment effects by researching children's behaviors. The analysis of children's behaviors with educational effects should be focused to apply designing user experience to propose new ideas of interactive TV. Through observing children's behaviors and interaction with other media, such as books, CD players, digital camera, and so on, TV can be reanalyzed as reliable media, which is creative interactive TV for children with proposals of user experience structure and interaction solution. TV has been changed from analog TV to IPTV and it will be different with network and interactive solution.

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Development of Aerodynamic Thermal Load Element for Structural Design of Hypersonic Vehicle (극초음속 비행체의 구조설계를 위한 공력 열하중 요소 개발)

  • Kang, Yeon Cheol;Kim, Gyu Bin;Kim, Jeong Ho;Cho, Jin Yeon;Kim, Heon Ju
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.46 no.11
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    • pp.892-901
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    • 2018
  • An efficient aerodynamic thermal load element is developed to reflect the effect of coupled aero-thermo-elastic behaviors in the early design stage of hypersonic vehicle. To this aim, semi-analytic relationships depending on structural deformation are adopted for pressure and thermal load, and the element is formulated based on the relations. The proposed element is implemented in the form of ABAQUS user subroutine, and coupled finite element analysis is carried out to investigate the aero-thermo-elastic behaviors of control surface of hypersonic vehicle. Through the analysis, usefulness of the proposed aerodynamic thermal load element is identified.

Analysis of Podcast User Behaviors and Classification of Users (팟캐스트 콘텐츠 이용자 행태분석 및 유형 파악)

  • Kang, Minjeong
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.94-104
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    • 2022
  • As the audio content market grows due to the spread of the AI speaker market and the influence of connected cars, the demand for podcast service is increasing. Therefore, in this study, the behaviors of podcast users were identified and the user types were classified. In the background study, podcast usage motives and user types were studied, and they were referred to when making the questionnaire. In the survey, preferred audio content was identified according to the situation, and in the in-depth interview, the user type and insights were derived by identifying the audio service usage behavior. As a result of the survey, there was little difference between preferred content for single listening and multitasking, but the difference in preferred content according to time period was statistically significant. The three user types derived from the in-depth interview were divided into users who listen alone for the purpose of study, find and listen to useful information quickly while on the go, and multitask and listen to the light and comfortable contents. It is expected that the results of this study will be an important reference for designing an audio content platform to improve user experience.

Understanding User Continuance of Stock Investment Information in an Online Trading Environment (온라인 거래 환경에서 주식 투자 정보의 지속 사용에 대한 이해)

  • Kim, Hye Min;Chung, Sunghun;Han, Ingoo;Kim, Byoungsoo
    • Knowledge Management Research
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    • v.12 no.4
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    • pp.41-54
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    • 2011
  • Given the prevalence of home trading systems, it has become important to examine user behaviors in a stock investment environment. In this vein, this paper developed an integrated model to deeply understand the key determinants of user's continuance intention to use investment information through constructs prescribed by incorporating trust and perceived risk into expectation-confirmation model. The proposed research model was tested by using survey data collected from 160 users who have experience with stock investment. PLS (partial least squares) was employed for the analysis of the data. The findings of this study showed that the proposed framework provides a statistically significant explanation of the variation in continuance intention to search investment information. The findings revealed that trust and perceived risk are more prevalent predictors of continuance intention to use investment information compared to perceived usefulness. It was also found that user satisfaction serves as the salient antecedents of continuance intention to use investment information. The theoretical and practical implications of the findings were described.

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Analyzing the Differences among Online Gaming Users' Gaming Addiction Prevention Behaviors based on Risk Perception and Self-efficacy : Testing RPA Framework on Korean College Students (온라인 게임 사용자의 위험지각과 자기효능감에 따른 게임 중독 예방행위 간 차이분석 : 국내 대학생을 대상으로 한 위험지각태도 프레임웍을 기반으로)

  • Choi, Byounggu;Wang, ChenWei;Lee, Jae-Nam
    • Journal of Information Technology Applications and Management
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    • v.22 no.2
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    • pp.19-41
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    • 2015
  • Many studies have focused on the influences and outcomes of online game addiction. However, few studies have investigated how the online game addiction prevention behavior differs depending on online game user. In order to fill this gap, this study attempts to classify online game users based on risk perception attitude (RPA) framework. More specifically, this research tries to show online game user can be classified into four groups based on perceived risk of online game addiction and efficacy beliefs of online game addiction protection, and to identify how the groups differ in terms of motivation, information seeking, and behaviors for online game addiction prevention. For this purpose, analysis on survey data from 240 Korean college students who use online game reveals that the users can be classified into responsive, avoidance, proactive, indifference groups. Furthermore, there are differences between groups in terms of motivation, information seeking, and behaviors for online game addiction prevention. This study contributes to expand existing literature by providing tailored guidelines for implementation of online game addiction prevention strategies and policy.