• Title/Summary/Keyword: Digital contents

Search Result 8,445, Processing Time 0.039 seconds

Study on UX Satisfaction Index According to Types of Mobile Commerce Services (모바일 커머스 서비스의 유형별 UX 만족도 지표 연구)

  • Kim, Sohyun;Ha, Hyunnam
    • Journal of the HCI Society of Korea
    • /
    • v.9 no.2
    • /
    • pp.53-59
    • /
    • 2014
  • The objectives of this research is to compare UX elements influencing the satisfaction of users in Korea and North America according to product types of mobile commerce services, to determine UX INDEX suitable for each type of service, and to derive positively influencing UI factors through analyzing the relationship between UX INDEX and UX design detail factors. This research showed that there was difference in perceived reliability according to selling product types and there was difference in both perceived usefulness and reliability according to users in Korea and North America. Also, this research found out that, in analysis of relationship between UX INDEX and UX design detail factors, UI factors to understand a service structure generally showed close relationship but factors such as troubleshooting and help showed difference between users in Korea and users in North America.

Collaborative Tag-based Filtering for Recommender Systems (효과적인 추천 시스템을 위한 협업적 태그 기반의 여과 기법)

  • Yeon, Cheol;Ji, Ae-Ttie;Kim, Heung-Nam;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
    • /
    • v.14 no.2
    • /
    • pp.157-177
    • /
    • 2008
  • Even in a single day, an enormous amount of content including digital videos, posts, photographs, and wikis are generated on the web. It's getting more difficult to recommend to a user what he/she prefers among these contents because of the difficulty of automatically grasping of content's meanings. CF (Collaborative Filtering) is one of useful methods to recommend proper content to a user under these situations because the filtering process is only based on historical information about whether or not a target user has preferred an item before. Collaborative Tagging is the process that allows many users to annotate content with descriptive tags. Recommendation using tags can partially improve, such as the limitations of CF, the sparsity and cold-start problem. In this research, a CF method with user-created tags is proposed. Collaborative tagging is employed to grasp and filter users' preferences for items. Empirical demonstrations using real dataset from del.icio.us show that our algorithm obtains improved performance, compared with existing works.

  • PDF

Applying RSS Marketing on Internet Shopping Malls Based on AISAS Model (인터넷 쇼핑몰을 위한 AISAS 모델 기반의 RSS 마케팅 활용방안에 관한 연구)

  • Chae, Hyuk-Gi;Park, Sang-Un;Kang, Ju-Young
    • The Journal of Society for e-Business Studies
    • /
    • v.13 no.3
    • /
    • pp.21-49
    • /
    • 2008
  • The area of the internet shopping mall heavily relies on new emerging information technologies, and it essentially requires delicate marketing model to support consumer behavior. RSS, which is one of the representative Web 2.0 technologies, is the system that distributes digital contents without any Web browser. RSS is expected not only to be very useful in online marketing but also to become actively applied on various areas such as online newspapers and blogs. AISAS model was proposed to complement the AIDMA model that did not cover the new changing customer behaviors of online commerce environment such as search and share. In this research, we propose a marketing model which utilizes RSS based on the AISAS model to support internet shopping malls. With our marketing model, internet shopping malls are expected to provide required services to the customers at every AISAS step. Moreover, it can provide integrated services by connecting all service components of each step. We utilized RSS in our model to implement those services because RSS has many advantages on supporting search and share of product information.

  • PDF

A Study for the Dynamic ENC Development (다이나믹 전자해도 개발연구)

  • Park, J.M.;Oh, S.W.;Song, Y.S.
    • Journal of the Korean Society for Marine Environment & Energy
    • /
    • v.12 no.4
    • /
    • pp.296-301
    • /
    • 2009
  • The ENCs, which is a database for the use of maritime navigation within the ECDIS on the ships are recently being utilized in wide marine applications. But, even though official ENCs have been produced according to the IHO S-57 and S-52 standards, current ENCs are limited to their static characteristics of contents and structures being inherited from the analog media style of the traditional paper charts. Thus these limitations are often recognized as barriers to the full use of high resolution and advanced digital technologies. This paper presents prototype development results which demonstrate dynamic ENC features using high density ENCs and simulated tidal information to support various marine GIS fields as well as efficient and safe navigation purpose.

  • PDF

A Development of Metadata Integration Management System for Serious Game (기능성게임 메타데이터 통합관리시스템 개발)

  • Yoon, Seon-Jeong
    • Journal of the Korea Society of Computer and Information
    • /
    • v.18 no.4
    • /
    • pp.57-64
    • /
    • 2013
  • During the past 10 years, serious game industry has been growing steadily. But the system which could stably and reliably provide metadata information and quality information related to serious game remained unexploited. Existing systems only support the basic management functions of metadata search centered. Therefore, we have developed an integrated system to manage the quality information of serious game as well as to improve the inconvenient details of the existing systems. And we designed quality evaluation elements and quality information supply-methods, and linked up them to the system. Furthermore, we conducted user's satisfaction assessment survey on the use of the system. The advantage of the system is that the system provide a lot of useful information for general users and developers, and support a tool to manage all information related to serious game by easy and convenient method for managers.

The Impact of Past Behavior on Intention to Smartphone Application Piracy (과거행동이 스마트폰 애플리케이션 불법복제 의도에 미치는 영향)

  • Kim, Joong Han
    • Journal of Service Research and Studies
    • /
    • v.6 no.2
    • /
    • pp.37-49
    • /
    • 2016
  • Due to the expandability of smartphone, the mobile application market is growing explosively. However, as happens in other digital contents markets, piracy of mobile applications is prevalent. This study investigated the effects of behavioral factors on smartphone application piracy. The research model consists of factors from the theory of planned behavior model - subjective norms, attitudes toward piracy and perceptions of behavioral control. In addition, perceived consequences, past behavior and habit was included. The past behavior of PC software piracy was a meaningful predictor of habit, and habit was found to influence significantly the smartphone piracy intention. The result also shows that perceived benefit had significant effect on attitude, but both perceived legal and technical risk were not significantly related to attitude. Implications for research and practice are discussed.

The Analysis for Key Factors of Social Network in aspect of Technology and Service (소셜네트워크의 핵심요인 분석 : 기술과 서비스 측면을 중심으로)

  • Byoun, Tae-Woon;Song, Seung-Keun
    • Management & Information Systems Review
    • /
    • v.29 no.4
    • /
    • pp.89-108
    • /
    • 2010
  • Social Network Service(SNS) indicates the service to promote mutual friendship built in online focused on social relation between people. While a demand and concern of the service gets higher now more than ever, there are a lack of the approach in aspect of both technology and service still. 'Facebook' is the most famous in the world and the biggest in user number among various social network service. We investigate the key factors of 'Facebook' based on the side of approach both technology and service. We observe the behavior of users who have rich experience on using the social network service to find it. The result of this study reveals that an asynchronous method related to the technology drive to improve a sociality in social media. Furthermore, we find that openness connected with the technology force to intent the closed attribute in service through user observation. It is the unique qualities social media holds. The successful social network service can be expected if social media are developed to concern these factors.

  • PDF

A qualitative study on educational usefulness and problems of smartpad-based instruction in elementary school (초등학교 스마트패드 활용수업의 교육적 유용성과 문제점에 관한 질적 연구)

  • Leem, Junghoon;Ahn, Soonsun
    • Journal of The Korean Association of Information Education
    • /
    • v.18 no.1
    • /
    • pp.75-87
    • /
    • 2014
  • The purpose of this study was to investigate the educational usefulness, problems of smartpad-based instruction in elementary school based on qualitative research. To accomplish the purpose of the study, D elementary school in metropolitan area, two classes of digital textbook model school for seven years, were selected as the classes for observation. Six fourth and fifth graders and their teachers were interviewed and their 10 lessons were used for analyzing teaching and learning activities in smartpad-based instruction. The results of the study, 'Facilitating collaboration and interaction', 'effective use of various resource and SNS', 'improving concentrativeness', 'shortening waiting time' were identified as main educational usefulness. 'Lack of learning supporting tools', 'focusing on function rather than learning contents', 'low learning effectiveness', 'interference of flow' were presented as problems in using smartpad in classroom. Finally, some practical tasks for effective application of smartpad-based instruction were recommended.

An Analysis on Achievement-assessing Style for Serious Game (기능성게임의 성취도 평가 유형 분석)

  • Yoon, Seon-Jeong
    • Journal of Korea Game Society
    • /
    • v.12 no.1
    • /
    • pp.15-24
    • /
    • 2012
  • Serious games are purposive game. So game-developers want to achieve the desired purposes, and game-users also want to play to achieve the goals of playing games. The function of achievement-assessing is an important area of serious game. In this study, achievement-assessing style was defined as three types, that is, 'all-in-one', 'complex', and 'separation'. Accordingly, we analyzed which type of serious games use which type of achievement-assessing style. As a result, the survey shows that those who want to play game itself preferred 'all-in-one' above all, and those who want to stick to the purpose of game preferred 'separation' or 'complex'. In addition, the investigation of preference of achievement-assessing function shows that users, as a whole, preferred 'all-in-one'. We hope this study will be useful data to design of achievement-assessing function which achieve the purpose of game and provide users with higher satisfaction.

Document Flow for the Research Reactor Project in ANSIM Document Control System (ANSIM 문서관리시스템에서 연구로사업 문서흐름)

  • Park, Kook-Nam;Kim, Kwon-Ho;Kim, Jun-Yeon;Wu, Sang-Ik;Oh, Soo-Youl
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.36 no.4
    • /
    • pp.18-24
    • /
    • 2013
  • A document control system (DCS), ANSIM (KAERI Advanced Nuclear Safety Information Management) was designed for the purpose of documents preparation, review, and approvement for JRTR (Jordan Research and Training Reactor) project. The ANSIM system consists of a document management, document container, project management, organization management, and EPC (Engineering, Procurement and Construction) document folder. The document container folder run after specific contents, a revision history of the design documents and drawings are issued in KAERI. The EPC document work-scope is a registry for incoming documents in ANSIM, the assignment of a manager or charger, document review, preparing and outgoing PM memorandum as attached the reviewed paper. On the other hand, KAERI is aiming another extra network server for the NRR (New Research Reactor) by the end of this year. In conclusion, it is the first, computation system of DCS that provides document form, document number, and approval line. Second, ANSIM increases the productivity of performance that can be recognized the document work-flow of oneself and all participants. Finally, a plenty of experience and knowledge of nuclear technology can be transmitted to next generation for the design, manufacturing, testing, installation, and commissioning. Though this, ANSIM is expected to allow the export of a knowledge and information system as well as a research reactor.