------Recently. as the level of common consumer thoughts of design has been highly developed. and the design oriented attitude of consumers. and it's research of behavior. are studied widely in business administration field. Accordingly the study of design has been endeavor to be studied bilaterlly by with related study like marketing as to secure the co-operative results and or conclusions which explain the consumer behaviors of product purchasing. This study is one of the conceptional trials steps which get in touch of design cognizance theoretically in design field. Main cotents are. A) The design oriented multi-attribute attitude factors regarding to consumer decision making. B) The design factors which give influences on purchasing products. C) The particularity of design factors is to be make on design cognizance. For these purpose, this study. above all. tries to survey the circumstance of design cognizance and the processing system of organizing design information. Finally "The product design cognizance system on consumers is represented hereinafter.fter.
Analyzing the code using static heuristics is a widely used technique for detecting unknown malicious codes. It decides the maliciousness of a code by searching for some fragments that had been frequently found in known malicious codes. However, in script codes, it tries to search for sequences of method calls, not code fragments, because finding such fragments is much difficult. This technique makes many false alarms because such method calls can be also used in normal scripts. Thus, static heuristics for scripts are used only to detect malicious behavior consisting of specific method calls which is seldom used in normal scripts. In this paper. we suggest a static analysis that can detect malicious behavior more accurately, by concerning not only the method calls but also parameters and return values. The result of experiments show that malicious behaviors, which were difficult to detect by previous works, due to high false positive, will be detected by our method.
Park, Choon-Gul;Kim, Seong-Il;Jeong, Ki-Tae;Lee, Young-Seok
Journal of KIISE:Information Networking
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v.35
no.5
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pp.367-373
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2008
Recently, the NAT middlebox widely deployed in the home network environment prohibits DM operations from reaching user devices behind NAT. In this article, we focus on NAT issues to manage home network devices. Particularly, we discuss standardization efforts, and present our proposal to deploy DM services for VoIP and IPTV devices under NAT. By slightly changing behaviors of Simple Network Management Protocol (SNMP) Manager and Agent, and defining additional Management Objects (MOs) to gather NAT binding information, we could solve the NAT traversal problem under symmetric NAT. Moreover, we propose an enhanced method to search the UDP hole binding time of the NAT box. We applied our method to randomly selected 22 VoIP devices out of 194 NATed hosts in the real broadband network and have achieved 99% of the success ratio for exchanging SNMP request messages and 26% of enhancement for searching the UDP hole binding time.
In this study, I would like to suggest an idal model of web navigation design which can enhance users' web usability. I would like to prove that when users enjoy web navigation design, they access information much more effectively. Using a survey, I suggest some types of web navigation design for users. After that, I conducted an experiment with 4 types of web navigation designs, which have been developed to reflect varying stages of comprehensibility. My survey focused on three points. First I measured the time they spent to search for information. Secondly, I tested whether they lost their way while searching for information and if they did lose their way, I checked whether they could recover from their errors and find their way back. Thirdly, I investigated whether layout, location and size of the web navigation design factors affected usability. The results of my survey indicated that users spend the shortest time, have the easiest interface, and have least error incidence under the web navigation design to enhance old-aged users' web usability. Thus, developing a universal web navigation design can encourage people to be more involved with the internet.
Attention deficit hyperactivity disorder (ADHD) is one of the most common psychiatric disorders in childhood. This disorder, in addition to its main symptoms, creates significant difficulties in education, social performance, and personal relationships. Given the importance of rehabilitation for these patients to combat the above issues, the use of virtual reality (VR) technology is helpful. The aim of this study was to highlight the opportunities for VR in the rehabilitation of children with ADHD. This narrative review was conducted by searching for articles in scientific databases and e-Journals, using keywords including VR, children, and ADHD. Various studies have shown that VR capabilities in the rehabilitation of children with ADHD include providing flexibility in accordance with the patients' requirements; removing distractions and creating an effective and safe environment away from real-life dangers; saving time and money; increasing patients' incentives based on their interests; providing suitable tools to perform different behavioral tests and increase ecological validity; facilitating better understanding of individuals' cognitive deficits and improving them; helping therapists with accurate diagnosis, assessment, and rehabilitation; and improving working memory, executive function, and cognitive processes such as attention in these children. Rehabilitation of children with ADHD is based on behavior and physical patterns and is thus suitable for VR interventions. This technology, by simulating and providing a virtual environment for diagnosis, training, monitoring, assessment and treatment, is effective in providing optimal rehabilitation of children with ADHD.
Some consumers prefer online and others prefer offline. What makes them prefer online or offline? There has been a lack of theoretical development to adequately explain consumers' channel switching behavior between traditional physical stores and new virtual stores. Through consumers' purchase decision processes, this study examined the reasons why consumers changed channels depending on purchase process stages. Consumer's purchase decision process could be divided into three stages: pre-purchase stage, purchase stage, and post-purchase stage. We used the intention of channel selection as a surrogate dependent variable of channel selection. And some constructs, that is, channel function, channel benefits, customer relationship benefits, and perceived behavioral control, were selected as independent variables. In buying look-and-feel products, it was identified that consumers preferred virtual stores to physical stores at pre-purchase stage. To put it concretely, all constructs except channel benefits were more influenced to consumers at virtual stores. This result implied that information searching function, which is a main function at pre-purchase stage, was better supported by virtual stores than physical stores. In purchase stage, consumers preferred physical stores to virtual stores. Specially, all constructs influenced much more to consumers at physical stores. This result implied that although escrow service and trusted third parties were introduced, consumers felt that financial risk, performance risk, social risk, etc. still remained highly online. Finally, consumers did not prefer any channel at post-purchase stage. But three independent variables, i.e. channel function, channel benefits, and customer relationship benefits, were significantly preferred at physical stores rather than virtual stores at post-purchase stage. So we concluded that physical stores were a little more preferred to virtual stores at post-purchase stage. Through this study, it was identified that most consumers might switch channels according to purchase process stages. So, first of all, sales representatives should decide that what benefits should be given them through virtual stores at the pre-purchase stage and through physical stores at the purchase and post-purchase stages, and then devise collaborative channel strategies.
Journal of Korean Library and Information Science Society
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v.30
no.2
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pp.123-153
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1999
This article aims at finding the ways, on the basis of the studies about the behaviors to search the existing CD-ROM databases, so that the searchers who retrieve the on-line MEDLINE used in the medical libraries can use the data more efficiently than now. We gave the questionnaires to the librarians in 60 medical libraries and searched the literatures and realities on the behaviors of the data uses to examine the search behaviors of the MEDLINE in the medical libraries. The result is as follows: 1) The medical data system rate for single users was $53\%$ and the ons for multi users $43\%$. As for the time which users retrieve for a week, under two hours was $75\%$, between 3 and 8 hours $18.3\%$, and eve. 9 hours $6.7\%$. 2) The increasing factors of the search result are (1) an enough discussion and interview between librarians and users, and (2) the use of the correct indexing terms, Thesaurus, and Keyword. In principle users must search directly. However, the librarians searched instead in case that the retrieval result was under two hours a week$(75\%)$. 3) As for the search fee, $91\%$ was free and $9\%$ was charged. Also search effectiveness was enhanced by the means of Inter-Library Loan Service & Information Network. 4) The medical librarians answered the questionnaire that they need the application education of professional knowledge, medical terms(thesaurus) and electronic medium, and also they need the computer education, interview technique and reeducation to give a satisfactory service. 5) As for the satisfactory degree of MEDLINE application, they answered $44.6\%$ for economy, $38.2\%$ for the conveniency of the time required, and $58.9\%$ for the users' search satisfaction answered respectively. 6) The application of MEDLINE system enhanced the medical libraries' image and had an effect on the users' satisfaction of using the data and search, the data activities and the research achievement. 7) In the past MeSH was used but as the time passes CD-ROM MEDLINE search behavior was preferred to On-line one.
This study investigated the differences in how medical institutions are chosen according to the motivation of medical service utilization(minor disease, major disease, chronic disease management, cosmetic). Importance order of selection for the minor disease were medical skill, kindness, rapidness, proximity, importance order of selection for major disease and cosmetic were medical skill, facilities, reputation, medical fee, importance order of selection for chronic disease management were medical skill, facilities, kindness, medical fee. From this medical study skill was a more important factor in medical institutions irrespective of motivation, subjects with the major disease tend to consider the selection of the medical institutions more important, except proximity. Medical users select medical institutions according to the motivation of visiting, and there were differences in same motivation according to socioeconomic status and information searching behavior.
Recently in the Mongolian wireless marketplace, many E-commerce companies have been making considerable investments in the technological development of M-commerce, taking competitive advantage of new business possibilities offered by Internet-based wireless technologies. In the Mongolian wireless marketplace, this new mobile environment opens the door for new and exciting market opportunities in mobile services and applications. In the near future, these companies will be looking toward M-commerce services as a supplemental source of revenue in the mobile marketplace. This paper examines the roles of M-commerce in the consumers' in order to promote the consumers' loyalty in the booming M-commerce. This paper contains theory that focuses on the basic concepts of the M-commerce environment, its wireless network technologies, and its applications infrastructure. Upon searching for references to assist us in establishing a market hypothesis, we discovered that few comprehensive studies on consumer perspective and behavior related to M-commerce services actually exist in the literature. In the area of M-commerce, many companies neglect the consumer perspective, concentrating only on technological factors only when formulating their market strategies. And, due to technological blindness, many companies were not able to succeed in end-user E-commerce services. Given that fact, this paper formulates a consumer-centric research model. In order to prove the research model, we chose the survey method which allows for the collection of large amounts of data from a sizeable population in a highly economical way. Through the survey, this paper defines consumer's attitudes towards M-commerce services by identifying potential Business-to-Commerce(B2C) applications and its primary target groups in terms of gender and age, and by investigating whether consumers recognize the value proposition of M-commerce applications and services. As shown in the data analysis and results, this research concludes that M-commerce development in Mongolia is still at its infancy, and that the implementation of M-commerce depends not only on technological progress, but also on consumer attitudes and their willingness to adopt M-commerce services. As well, other complex cross-cultural factors-socially, economically, culturally, et cetera-enter strongly into the equation.
This study identified the utilization characteristics of individual fashion taste expression on Instagram, and examined the impact of the use of the media on the formation and change of fashion taste. The research method conducted 1:1 indepth interviews with 19 people in their 20s and 30s using 501 images for analysis. The results of this study are as follows. Posting, searching, and reading behavior on Instagram were identified in three dimensions (self-expression, information gathering, and relationship orientation). In the image of self-expression, clothes were displayed at the time so that they could be checked and applied in other ways. Accumulated posts inspired people to look back on past styles and use them to reflect on the present. A media environment that was constantly exposed to information in real time allowed people to try various styles by imitating other users' posts and share in a process of creatively exploring styles to help organize fashion tastes developmentally. Participants had selective relationships with people of similar tastes who experienced the pleasure of enjoying through the exchange of tastes in fashion. These taste mates directly influenced the formation or change of tastes, serving as a criteria for styles or presenting new styles. In this study, fashion taste was formed by individual efforts of pursuit (not a collective social class choice) and was a continuous process of constantly changing that also exploring discriminatory styles.
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