• 제목/요약/키워드: Experience-based Matching

검색결과 62건 처리시간 0.024초

E-customized Product: User-centered Co-design Experiences

  • Li, Pei;Liu, Zi Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권9호
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    • pp.3680-3692
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    • 2020
  • The purpose of this study is to orient users' touchpoints in co-design experience, to identify their need via visualized experience map, to recommend valid design information in online e-customization services. A user-centered co-design experience map (UCEM) is adopted to analyze the relation between users' desire and time spent, so as to evaluate the online co-design experiences. Based on evolutionary algorithm and fuzzy theory, data of this study is collected from 30 participants. The data was analyzed by descriptive analysis in SPSS, and frequency query and word cloud in NVivo. Employing design category and evaluating users' time spent, the findings are that (a) vamp color matching is consistent with interview data; (b) supported by qualitative feedback, the virtual experience map played an important role in the co-design process and the visualized interaction process; and (c) participants prefer to get more information and professional help on color matching and exterior design. Based on the findings in design category, future work should be focused on developing a better understanding of design resource recommendations and multi-stakeholder communication.

Imaginary Soundscape 기반의 딥러닝을 활용한 회화와 음악의 매칭 및 다중 감각을 이용한 융합적 평가 방법 (Convergence evaluation method using multisensory and matching painting and music using deep learning based on imaginary soundscape)

  • 정하영;김영준;조준동
    • 한국융합학회논문지
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    • 제11권11호
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    • pp.175-182
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    • 2020
  • 본 연구에서는 회화 감상에 도움이 되는 사운드스케이프를 구성하기 위해 딥러닝 기술을 활용하여 클래식 음악을 매칭하는 기술을 소개하고 회화와 음악 매칭이 얼마나 잘 되었는지에 대해 평가할 수 있는 평가 지표를 제안한다. 평가 지표는 리커드 5점 척도를 통한 적합도 평가와 멀티모달 측면의 평가로 진행하였다. 회화와 음악 매칭에 대해 13명의 실험 참가자의 적합도 평가의 점수는 3.74/5.0 이었고, 또한 13명의 실험 참가자의 멀티모달 평가에서 회화와 음악 매칭의 코사인 유사도의 평균은 0.79였다. 멀티모달적 평가는 새로운 사용자 경험을 측정할 수 있는 평가 지표가 될 것으로 기대된다. 또한 본 연구를 통해 시각과 청각의 인터랙션을 제안함으로써 다중감각 예술작품 경험을 향상시키고자 하였다. 본 연구에서 제안된 회화와 음악 매칭이 다중감각 예술작품 전시에서 활용되며 더 나아가 이는 시각 장애인들의 예술작품 감상에 대한 접근성을 높일 수 있을 것이라 기대한다.

Utility-based Resource Allocation with Bipartite Matching in OFDMA-based Wireless Systems

  • Zheng, Kan;Li, Wei;Liu, Fei;Xiang, Wei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제6권8호
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    • pp.1913-1925
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    • 2012
  • In order to efficiently utilize limited radio resources, resource allocation schemes in OFDMA-based wireless networks have gained intensive attention recently. Instead of improving the throughput performance, the utility is adopted as the metric for resource allocation, which provides reasonable methods to build up the relationship between user experience and various quality-of-service (QoS) metrics. After formulating the optimization problem by using a weighted bipartite graph, a modified bipartite matching method is proposed to find a suboptimal solution for the resource allocation problem in OFDMA-based wireless systems with feasible computational complexity. Finally, simulation results are presented to validate the effectiveness of the proposed method.

술자의 영상정합의 경험이 컴퓨터 단층촬영과 광학스캔 영상 간의 정합 정확성과 작업시간에 미치는 영향 (Effect of image matching experience on the accuracy and working time for 3D image registration between radiographic and optical scan images)

  • 마이항나;이두형
    • 대한치과보철학회지
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    • 제59권3호
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    • pp.299-304
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    • 2021
  • 목적: 본 연구의 목적은 컴퓨터 단층촬영과 광학스캔 영상의 정합에서 술자의 경험이 정합의 정확성과 소요시간에 미치는 영향을 조사하는 것이다. 재료 및 방법: 치아결손이 없은 성인 악궁의 컴퓨터 단층촬영과 광학스캔 영상(IDC S1, Amann Girrbach, Koblah, Austria)이 수집되었다. 두 영상간의 영상정합이 임플란트 진단 소프트웨어(Implant Studio, 3Shape, Copenhagen, Denmark)에서 점 기반 자동매칭 방식으로 행해졌다. 영상정합 경험자 군과 미경험자 군으로 나누어 진행되었으며 작업시간이 기록되었다(군당 15명). 각 군의 영상 정합 정확성은 구치부에서의 선형 오차값으로 측정되었다. 정확성 값과 작성시간의 통계적 비교 분석을 위해 유의수준 0.05에서 독립표본 t검정이 이용되었다. 결과: 영상정합의 선형오차값은 경험자 군과 미경험자 군 간에 통계적인 차이가 없었다. 영상정합에 소요한 시간은 경험자 군이 미경험자 군에 비해 유의하게 짧았다(P = .007). 결론: 술자의 영상정합의 경험의 차이는 점 기반 자동정합이 사용된 경우 정합 정확성에 유의한 영향을 미치지 않는 것으로 보인다. 경험자에서 정합에 소요된 시간은 짧았다.

The Relationship between Smartphone Use and Oral Health in Adolescents

  • Ahn, Eunsuk;Han, Ji-Hyoung
    • 치위생과학회지
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    • 제20권1호
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    • pp.44-50
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    • 2020
  • Background: Smartphones are a modern necessity. While they are convenient to use, smartphones also have side effects such as addiction. This study assessed the relationship between smartphone use, a part of everyday life in modern society, and oral health. Methods: An analysis was conducted using 2017 Korea Youth Risk Behavior Web-based Survey data. The propensity score estimation algorithm used logistic regression and 1:1 matching algorithm using nearest-neighbor matching. After matching, a total of 15,032 participants were classified into two groups containing 7,516 teenagers each who did and did not use smartphones, respectively. Results: Comparison of oral health behaviors according to smartphone use revealed a statistically significant difference in the frequency of tooth brushing per day, use of oral hygiene products, intake of foods harmful to oral health, and experience of oral health education (p<0.05). The factors affecting oral pain experience of adolescents were examined. Compared to male participants, female participants had an odds ratio of 1.627 for oral pain (p<0.05). According to the household income level, compared to the group with higher income, the group with lower income showed higher oral pain experience (p<0.05). Oral pain experience was 1.601 times more frequent among teenagers using smartphones (p<0.05). Conclusion: The results of this study indicated that use of smartphones by adolescents affected their oral health. These findings indicate the need for improved oral health management through the use of effective school oral health programs and individual counseling by oral health professionals, promotion of information dissemination through public media, and development of prevention strategies.

Matching Matrix를 사용하여 운전자와 승객의 관계를 반영한 강화학습 기반 유동적인 가격 책정 체계 (Dynamic Pricing Based on Reinforcement Learning Reflecting the Relationship between Driver and Passenger Using Matching Matrix)

  • 박준형;이찬재;윤영
    • 한국ITS학회 논문지
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    • 제19권6호
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    • pp.118-133
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    • 2020
  • 최근 통합교통서비스(Mobility-as-a-Service)의 개념을 도입하여 이용자들의 이동성과 접근성을 향상시키고자 하는 연구가 진행되고 있다. 특히 카셰어링, 택시 등 에 대해 수요와 공급에 따라 지역을 구분하여 가격을 책정하는 유동적인 가격 책정 전략을 도입하여 단일 요금제가 가지는 서비스 기피 등의 문제를 해결함과 동시에 기업과 운전자들의 수익성에 긍정적인 영향을 줄 수 있을 것으로 기대되고 있다. 본 연구에서는 승객과 운전자간의 배차거리, 승객의 운행거리, 승객의 목적지에 대한 HDBSCAN 알고리즘을 통해서 정밀하게 인식된 수요 밀집지역, 승객과 운전자가 생각하는 선호가격을 고려하여 승객과 운전자의 입장에서 Matching Matrix를 생성한다. 이를 조합하고 보상에 반영하여, 강화학습이 더욱더 현실적인 유동적인 가격 책정전략을 도출할 수 있는 새로운 방법론을 제안한다.

The Impact of Omnichannel Shopping Experience and Channel Integration on Customer Retention: Empirical Evidence from China

  • WANG, Junbin;JIANG, Xinyu
    • The Journal of Asian Finance, Economics and Business
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    • 제9권2호
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    • pp.229-242
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    • 2022
  • Creating a new retailing environment to meet the seamless experience requirements of consumers is a challenge for Omnichannel-related businesses. Based on the "appraisal-emotion-response" chain, the purpose of this research is to explore the psychological mechanism of omnichannel integration influencing customer retention and the moderating effect of customer showrooming experience. This research uses a structural equation model in partial least square software to analyze a two-stage survey (Study 1: n = 210; Study 2: n = 342) conducted in China. The results show that channel control experience has three dimensions: perceived channel attribute familiarity, channel type matching, and cross-channel access convenience; consistent interactive experience has two dimensions: information cross-channel consistency and cross-channel service support. Furthermore, both channel control experience and consistent interactive experience are favorable for customer retention through increased customer satisfaction (transactional and retailer satisfaction). Finally, customer showrooming experience positively moderates the relationship between consistent interactive experience and customer satisfaction. This research proposes a self-regulation process model to explain how omnichannel integration enhances consumers' experience, finally leading to consumer retention. The findings contribute to the omnichannel retail business literature and provide management implications for Asian retailers to implement an omnichannel business strategy.

How Internet has Reshaped the User Experience of Banking Service?

  • Nam, Kiheung;Lee, Zoonky;Lee, Bong Gyou
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제10권2호
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    • pp.684-702
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    • 2016
  • The changes new technologies have brought to banking over the past decade are enormous in their impact on the ways of doing business and providing customer services, most notably in the areas of customer service channels. Banks have been trying to move away from the traditional, branch-based and costly staff-assisted channels toward self-assisted channels, i.e. internet banking and mobile banking, to drive down costs and improve customer loyalty. How internet and mobile have reshaped the user experience of banking service channel? To provide valuable insights for this question, this research investigates and compares customer's channel choice behavior and profit changes from bank's branch closure. Applying the propensity scoring matching method, the results of analysis demonstrates that the mobile channel can be a realistic alternative to conventional branches. Also, the reserch result shows banks can reduce conventional branches while experiencing a positive implications on their profits from the customers. Another significant implication from the research is, to accelerate the shift to digital channels, banks need to put more efforts on developing functions in the mobile channel that will allow friendly interaction with customers and consultation, such as video consultation, interactive chat, and location-based product recommendation.

구직자 선호요인 기반 기업평가 지원시스템 구현 : 퍼지 AHP와 진로성숙도 활용 (Implementing a Company Assessment Support System on Job Seekers' Preferences : Using Fuzzy-Analytic Hierarchy Process and Career Maturity)

  • 류옥현;이충석
    • 산업경영시스템학회지
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    • 제38권2호
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    • pp.63-71
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    • 2015
  • This study is about implementing an job matching web service system based on the Job seeker's company assessment model proposed by the researchers. Basically, the Job seekers' company assessment model is based on the concept that each job seeker can evaluate the recruitment company candidates using job seekers's own major consideration factors. Using the implemented information system, each job seeker's main considerations in job searching process are evaluated and stored and compared to those of other job seekers' or groups' characterized by sex, job experience residential area and etc. by finding out and listing up the companies in the order of the preference of job seeker own or belonging groups, job seekers can be helped to find suitable companies which fit well to themselves.

A Study on Metaverse Culture Contents Matching Platform

  • Kim, Jeong-Gwon
    • International Journal of Advanced Culture Technology
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    • 제9권3호
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    • pp.232-237
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    • 2021
  • Pre-Corona cultural content was largely formed face to face. For example, the service was great while visiting tourist attractions, visiting performances to see K-Pop, or visiting lectures to learn K-Beauty. However, after the coronation, the virtual world-centered Metaverse began to take the spotlight as non-face-to-face services changed. IT and cultural contents have been combined and developed into various digital services. In that sense, Metaverse, which breaks the boundaries between real-world space and virtual space, has the potential to escape from physical time and space constraints. However, Korea still lacks a Metaverse platform for cultural content. In particular, it is necessary to match each other's necessary services by providing Metaverse -oriented cultural contents that users want, including experienced cultural contents such as K-pop and K-beauty, away from cultural contents that are developed around history museums. Therefore, in this paper, we would like to propose a Metaverse-based cultural content matching platform where users can experience cultural content directly or indirectly.