• Title/Summary/Keyword: Content Analysis Approach

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A Content Analysis of the Trends in Vision Research With Focus on Visual Search, Eye Movement, and Eye Track

  • Rhie, Ye Lim;Lim, Ji Hyoun;Yun, Myung Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.33 no.1
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    • pp.69-76
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    • 2014
  • Objective: This study aims to present literature providing researchers with insights on specific fields of research and highlighting the major issues in the research topics. A systematic review is suggested using content analysis on literatures regarding "visual search", "eye movement", and "eye track". Background: Literature review can be classified as "narrative" or "systematic" depending on its approach in structuring the content of the research. Narrative review is a traditional approach that describes the current state of a study field and discusses relevant topics. However, since literatures on specific area cover a broad range, reviewers inherently give subjective weight on specific issues. On the contrary, systematic review applies explicit structured methodology to observe the study trends quantitatively. Method: We collected meta-data of journal papers using three search keywords: visual search, eye movement, and eye track. The collected information contains an unstructured data set including many natural languages which compose titles and abstracts, while the keyword of the journal paper is the only structured one. Based on the collected terms, seven categories were evaluated by inductive categorization and quantitative analysis from the chronological trend of the research area. Results: Unstructured information contains heavier content on "stimuli" and "condition" categories as compared with structured information. Studies on visual search cover a wide range of cognitive area whereas studies on eye movement and eye track are closely related to the physiological aspect. In addition, experimental studies show an increasing trend as opposed to the theoretical studies. Conclusion: By systematic review, we could quantitatively identify the characteristic of the research keyword which presented specific research topics. We also found out that the structured information was more suitable to observe the aim of the research. Chronological analysis on the structured keyword data showed that studies on "physical eye movement" and "cognitive process" were jointly studied in increasing fashion. Application: While conventional narrative literature reviews were largely dependent on authors' instinct, quantitative approach enabled more objective and macroscopic views. Moreover, the characteristics of information type were specified by comparing unstructured and structured information. Systematic literature review also could be used to support the authors' instinct in narrative literature reviews.

A Content Analysis on the Domestic Public Libraries' Use of Twitter (국내 공공도서관의 트위터 이용에 관한 내용분석)

  • Shim, Jiyoung
    • Journal of the Korean Society for information Management
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    • v.34 no.1
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    • pp.241-262
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    • 2017
  • This study aims to identify and analyze the Twitter use of domestic public libraries. In order to identify the detailed patterns of Twitter use in library and information services, a content analysis was conducted for the 3,038 tweet data from the top 14 public libraries' accounts on Twitter use. Inductive approach was adopted to develop a coding scheme and open coding was conducted with the entire tweet. Additionally, correspondence analysis was conducted for the result of content analysis to identify how library accounts correspond to specific types. As a result, 3 main categories and 9 sub-categories of public libraries' Twitter use were developed. And the 37 detailed patterns of public libraries' use of Twitter were identified. The identified patterns can provide the libraries interested in Twitter use with guidelines.

Analyzing Crowdsourced Mobile Content: Do Games Make a Difference?

  • Pe-Than, Ei Pa Pa;Goh, Dion Hoe-Lian;Lee, Chei Sian
    • Journal of Information Science Theory and Practice
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    • v.5 no.2
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    • pp.6-16
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    • 2017
  • Populating information-rich online environments through crowdsourcing is increasingly becoming popular. One approach to motivate participation is via games. That is, a crowdsourcing game offers entertainment while generating useful outputs as byproducts of gameplay. A gap in current research is that actual usage patterns of crowdsourcing games have not been investigated thoroughly. We thus compare content creation patterns in a game for crowdsourcing mobile content against a non-game version. Our analysis of 3,323 contributions in both apps reveal 10 categories including those that conform to the traditional notion of mobile content created to describe locations of interest, and those that are social in nature. We contend that both types of content are potentially useful as they meet different needs. Further, the distribution of categories varied across the apps suggests that games shape behavior differently from non-game-based approaches to crowdsourcing.

A Theoretical Approach: the Worker's task Stress and its Association with Job Performance

  • KIM, Ji-Hye
    • The Journal of Economics, Marketing and Management
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    • v.9 no.5
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    • pp.1-13
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    • 2021
  • Purpose: Purpose - This study investigates and aims to discuss regarding the employee's work stress and its relationship with employee's workability based on literature content analysis. Finally, this study will provide how employees can manage it and coexist while enjoying the benefits of a stress-free working environment. Research design, data, and methodology - The author collected many textual contexts from mostly peer-reviewed academic journals, which means that academic comprehensive integrity can be obtained by qualitative approach for this study with discussing and following a constructive review analysis. The content analysis aims to determine a textural dataset in the longtime frame from the newest textural information. Result - There is little doubt that this study was significant and relevant to the relationship between employee work stress and workability, indicating how organizations that manage their employees in a stress-free working environment. the present researcher separate the solutions into five categories according to the person or body responsible for the answers. Conclusion - The numerous solutions on how to deal with various stresses, the theoretical aspect of the solutions involving the theories developed by multiple past articles on how to solve work stress. In general, workability and work stress is a very large field of study. Another consideration is the numerous professionalisms in the world, and each has different ways stress is induced in the organization.

Concerns of Home Economics Teachers on Ohio's Work and Family Life Curriculum (미국 오하이오주의 실천적 문제 중심 모형을 적용한“일과 가족생활 교육과정”에 대한 가정과 교사의 관심도)

  • 채정현
    • Journal of the Korean Home Economics Association
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    • v.34 no.4
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    • pp.327-343
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    • 1996
  • The objective of this study were 1) to determine the stages of concern of HE teachers about the practical problem-based curriculum approach, as illustrated by the Ohio's Work and Family Life Curriculum (W&FLC); 2) to determine the relationships between home economics (HE) teacher's stages of concern about W&FLC and personal and professional characteristics of HE teachers; and 3) to determine aspects of interest about the practical problem-based curriculum approach, such as the Ohio W&FLC. Respondents in this study were 225 HE teachers. The data were collected during the in-service teacher training sessions after presentation about W&FLC. Concerns Based Adoption Model (CBAM) was modified to provide a conceptual framework for this study. Frequencies, SD, mean, mode, range were used to determine the stages of concern of HE teachers. To determine the relationships between stages of concerns and personal and professional characteristics of HE teachers, coefficient of Chi-Square contingency tables was used. Content analysis was used to determine aspects of interest about the practical problem-bsed curriculum approach, such as W&FLC. The median of the stages of HE teachers' concerns about W&FLC was Stage 1, Information Stage. About 60% of HE teachers were interested in learning more details about W&FLC. Chi-square revealed no statistically significant relationships between stages of concerns about W&FLC and characteristics of HE teachers. Content analysis was used to determine aspects of interest about W&FLC of HE teachers. Nine categories were found: content, teaching strategies, implementation of the curriculum, philosophical framework, how to adopt W&FLC, resource materials, students' outcomes, in-service teacher training, and HE teacher organization. The majority of HE teachers were interested in relationships with family and others, resource management, family relationships, personal development, communication skill, family life, creating a self-identity, life planning, roles of family members, homemaking management, child care, and parenting.

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Domain Analysis of Device Drivers Using Code Clone Detection Method

  • Ma, Yu-Seung;Woo, Duk-Kyun
    • ETRI Journal
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    • v.30 no.3
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    • pp.394-402
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    • 2008
  • Domain analysis is the process of analyzing related software systems in a domain to find their common and variable parts. In the case of device drivers, they are highly suitable for domain analysis because device drivers of the same domain are implemented similarly for each device and each system that they support. Considering this characteristic, this paper introduces a new approach to the domain analysis of device drivers. Our method uses a code clone detection technique to extract similarity among device drivers of the same domain. To examine the applicability of our method, we investigated whole device drivers of a Linux source. Results showed that many reusable similar codes can be discerned by the code clone detection method. We also investigated if our method is applicable to other kernel sources. However, the results show that the code clone detection method is not useful for the domain analysis of all kernel sources. That is, the applicability of the code clone detection method to domain analysis is a peculiar feature of device drivers.

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Global GPS Ionospheric Modelling Using Spherical Harmonic Expansion Approach

  • Choi, Byung-Kyu;Lee, Woo-Kyung;Cho, Sung-Ki;Park, Jong-Uk;Park, Pil-Ho
    • Journal of Astronomy and Space Sciences
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    • v.27 no.4
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    • pp.359-366
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    • 2010
  • In this study, we developed a global ionosphere model based on measurements from a worldwide network of global positioning system (GPS). The total number of the international GPS reference stations for development of ionospheric model is about 100 and the spherical harmonic expansion approach as a mathematical method was used. In order to produce the ionospheric total electron content (TEC) based on grid form, we defined spatial resolution of 2.0 degree and 5.0 degree in latitude and longitude, respectively. Two-dimensional TEC maps were constructed within the interval of one hour, and have a high temporal resolution compared to global ionosphere maps which are produced by several analysis centers. As a result, we could detect the sudden increase of TEC by processing GPS observables on 29 October, 2003 when the massive solar flare took place.

Domain Adaptation for Opinion Classification: A Self-Training Approach

  • Yu, Ning
    • Journal of Information Science Theory and Practice
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    • v.1 no.1
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    • pp.10-26
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    • 2013
  • Domain transfer is a widely recognized problem for machine learning algorithms because models built upon one data domain generally do not perform well in another data domain. This is especially a challenge for tasks such as opinion classification, which often has to deal with insufficient quantities of labeled data. This study investigates the feasibility of self-training in dealing with the domain transfer problem in opinion classification via leveraging labeled data in non-target data domain(s) and unlabeled data in the target-domain. Specifically, self-training is evaluated for effectiveness in sparse data situations and feasibility for domain adaptation in opinion classification. Three types of Web content are tested: edited news articles, semi-structured movie reviews, and the informal and unstructured content of the blogosphere. Findings of this study suggest that, when there are limited labeled data, self-training is a promising approach for opinion classification, although the contributions vary across data domains. Significant improvement was demonstrated for the most challenging data domain-the blogosphere-when a domain transfer-based self-training strategy was implemented.

Optimal Provider Mobility in Large-Scale Named- Data Networking

  • Do, Truong-Xuan;Kim, Younghan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.10
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    • pp.4054-4071
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    • 2015
  • Named-Data Networking (NDN) is one of the promising approaches for the Future Internet to cope with the explosion and current usage pattern of Internet traffic. Content provider mobility in the NDN allows users to receive real-time traffic when the content providers are on the move. However, the current solutions for managing these mobile content providers suffer several issues such as long handover latency, high cost, and non-optimal routing path. In this paper, we survey main approaches for provider mobility in NDN and propose an optimal scheme to support the mobile content providers in the large-scale NDN domain. Our scheme predicts the movement of the provider and uses state information in the NDN forwarding plane to set up an optimal new routing path for mobile providers. By numerical analysis, our approach provides NDN users with better service access delay and lower total handover cost compared with the current solutions.

Game Bot Detection Approach Based on Behavior Analysis and Consideration of Various Play Styles

  • Chung, Yeounoh;Park, Chang-Yong;Kim, Noo-Ri;Cho, Hana;Yoon, Taebok;Lee, Hunjoo;Lee, Jee-Hyong
    • ETRI Journal
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    • v.35 no.6
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    • pp.1058-1067
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    • 2013
  • An approach for game bot detection in massively multiplayer online role-playing games (MMORPGs) based on the analysis of game playing behavior is proposed. Since MMORPGs are large-scale games, users can play in various ways. This variety in playing behavior makes it hard to detect game bots based on play behaviors. To cope with this problem, the proposed approach observes game playing behaviors of users and groups them by their behavioral similarities. Then, it develops a local bot detection model for each player group. Since the locally optimized models can more accurately detect game bots within each player group, the combination of those models brings about overall improvement. Behavioral features are selected and developed to accurately detect game bots with the low resolution data, considering common aspects of MMORPG playing. Through the experiment with the real data from a game currently in service, it is shown that the proposed local model approach yields more accurate results.