• Title/Summary/Keyword: Lead User

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A Study on Equitable Pricing Models for E-journals through an Analysis of the Current Pricing Systems (전자저널의 가격모형과 가격책정 현황에 관한 연구)

  • 신은자
    • Journal of the Korean Society for Library and Information Science
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    • v.35 no.2
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    • pp.151-170
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    • 2001
  • Pricing for e-journals has become more complex than before-certainly much more complex than print pricing has ever been. E-journals charge either a fiat fee based on print, user, library size, usage, and combination. A survey of publisher's pricing structure found that print based model is popular followed by user based model. The current pricing situation is far from equitable and can be improved if publishers can be coerced to change their pricing practices. This study focus on a number of possible pricing models that may supplement and/or possibly replace the current print based model. With the possibility that its pricing will eventually be based strictly according to usage, may lead to the most equitable pricing model as well as the most efficient use of society's resources. Libraries can alleviate the pricing problem by encouraging library organizations and university consortia to exploit their potential monopoly power into a bilateral monopoly situation.

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Adaptive Zoom-based Gaze Tracking for Enhanced Accuracy and Precision (정확도 및 정밀도 향상을 위한 적응형 확대 기반의 시선 추적 기법)

  • Song, Hyunjoo;Jo, Jaemin;Kim, Bohyoung;Seo, Jinwook
    • KIISE Transactions on Computing Practices
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    • v.21 no.9
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    • pp.610-615
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    • 2015
  • The accuracy and precision of video-based remote gaze trackers is affected by numerous factors (e.g. the head movement of the participant). However, it is challenging to control all factors that have an influence, and doing so (e.g., using a chin-rest to control geometry) could lead to losing the benefit of using gaze trackers, i.e., the ecological validity of their unobtrusive nature. We propose an adaptive zoom-based gaze tracking technique, ZoomTrack that addresses this problem by improving the resolution of the gaze tracking results. Our approach magnifies a region-of-interest (ROI) and retrieves gaze points at a higher resolution under two different zooming modes: only when the gaze reaches the ROI (temporary) or whenever a participant stares at the stimuli (omnipresent). We compared these against the base case without magnification in a user study. The results are then used to summarize the advantages and limitations of our technique.

A Study to Vitalize Academic User Services of the National Assembly Archives in South Korea (국회기록보존소 학술 정보 이용자 서비스 활성화 방안에 관한 연구)

  • Jang, Yunseo;Kim, Jihyun
    • Journal of the Korean Society for information Management
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    • v.38 no.3
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    • pp.41-71
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    • 2021
  • The National Assembly record is considered one of the most valuable public records because it has great value as a historical evidence of democracy. Therefore, it is not only used as a reference or evidence for work, but also used for academic purposes. Academic information users can improve their intellectual skills in our society, lead to indirect innovation, and provide customized services to them, which can increase the continuous viewing and utilization rate of records management institutions. Therefore, the purpose of this study was to propose a plan to activate the academic information service of the National Assembly Records Preservation Center, which is in charge of the National Assembly records. To this end, interviews were conducted with practitioners in charge of literature research, case studies, and services at the National Assembly Archives and users of academic information. It proposed improving awareness of the National Assembly Archives, strengthening online services, and customized user services.

Analysis of Teacher's Needs on a Life-cycle System of the Educational Digital Contents through a Case Study of EDUNET (에듀넷 사례를 통한 교육용 디지털 콘텐츠 수명주기에 대한 교사 요구사항 분석)

  • Cha, Hyunjin;Hwang, Yunja
    • The Journal of Korean Association of Computer Education
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    • v.22 no.3
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    • pp.101-112
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    • 2019
  • This study aims to draw implications on a life-cycle system of digital contents through a case study about EDUNET in order to maintain the quality and efficiency of the service for educational digital contents in the primary and secondary education area. To achieve the objective, lead teachers in EDUNET service participated in requirements analysis about the life-cycle of the digital contents, for example, contents utilization periods, the periods for being updated, etc. From the results, it was found that a systematic life-cycle framework should be established to re-evaluate the contents in service and provide a quality of contents, responding to consistent changes for educational environments in teaching-learning and for educational topics/directions, or according to educational content's substance such as curriculum or extra-curriculum. This study contributes to suggesting needs to implement the systematic management of contents based on a life-cycle system by analyzing user's requirements in order to provide user-friendly service for the K-12 educational digital contents.

Contingent Interactivity of New Media Contents: Film Re-cut and Game Modding (뉴미디어 콘텐츠의 우연적 상호작용성: 영화 리컷과 게임 모딩)

  • Kim, Mookyu
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.481-490
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    • 2019
  • The purpose of this paper is to recognize and embody the implications of the concept of interactivity. Among the many types of interactivity already proposed, this paper sheds light especially on the so-called contingent interactivity. The contingency means a condition in which a particular performance or selection of a subject is considered neither necessary nor conclusive, and also the potential for various activities of this subject. The contingent interaction comes into being when the involvements of users in dealing with a message or content are experimental or creative. The interaction does not orient toward the completion of content or the immersion to a particular reality. Rather, the results of a user's contingent performance are not the finalized content and have characteristics that lead to the continuous modification. In order to embody this meaning of contingent interactivity, the paper examined the two example, the film re-cut and game modding. In both cases, it is comprehensive that the user of these two new media activities lies in the contingent situation.

Delegated Provision of Personal Information and Storage of Provided Information on a Blockchain Ensuring Data Confidentiality (개인정보의 위임 제공 및 데이터 기밀성을 보장하는 블록체인에 제공 정보의 저장)

  • Jun-Cheol, Park
    • Smart Media Journal
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    • v.11 no.10
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    • pp.76-88
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    • 2022
  • Personal information leakage is very harmful as it can lead to additional attacks using leaked information as well as privacy invasion, and it is primarily caused by hacking server databases of institutions that collect and store personal information. We propose a scheme that allows a service-requesting user to authorize a secure delegated transfer of his personal information to the service provider via a reliable authority and enables only the two parties of the service to retrieve the provided information stored on a blockchain ensuring data confidentiality. It thus eliminates the necessity of storing customer information in the service provider's own database. As a result, the service provider can serve customers without requiring membership registration or storing personal information in the database, so that information leakage through the server database can be completely blocked. In addition, the scheme is free from the risk of information leakage and subsequent attacks through smartphones because it does not require a user's smartphone to store any authentication credential or personal information of its owner.

Systematic Search and Qualitative Evaluation of Dietary Supplement Mobile Applications: Using the Mobile Application Rating Scale (MARS)

  • Hyeon Ji Lee;Si Hyun Seong;Hyunjin Chung;Yun Jeong Lee;Jae-Hyun Kim
    • Korean Journal of Clinical Pharmacy
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    • v.33 no.1
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    • pp.51-61
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    • 2023
  • Background: Mobile applications (apps) on dietary supplements can increase consumers' access to information. However, it can lead to indiscriminate use of dietary supplements. This study aims to systematically review dietary supplement apps released in English and Korean and evaluate the quality of those apps. Methods: Through the app stores, apps on dietary supplements were systemically searched and examined. Two independent evaluators evaluated the apps and presented a mean score using the Mobile App Rating Scale (MARS). The correlation between MARS scores, user and evaluator ratings, and the number of secondary features of the apps were analyzed. Results: Of the 2,772 dietary supplement apps identified, 17 apps were included according to the selection criteria. The mean MARS score was 3.28 (standard deviation: 0.29) out of 5. Apps had higher scores in aesthetics and functionality dimensions, while engagement and information dimensions had lower scores. There was a positive correlation between the number of app downloads and information among MARS dimensions. The subjective evaluation also correlated with the information dimension. There was a positive correlation between the secondary features of the apps and MARS total score as well as the engagement dimension. Conclusion: The dietary supplement apps need to be managed at a higher level of quality to provide safe and reliable information to consumers. Especially, quality on information and engagement dimensions can be improved. Involvement of healthcare professionals in the app development, management with adequate referencing of information, and use of secondary features for enhanced user engagement can be helpful.

The Influence of YouTube Recommendation Service on Reliability, Involvement and Subscription Intention: focused on the mediating effect of Reliability (유튜브 추천서비스가 신뢰와 몰입 및 구독의도에 미치는 영향 -신뢰의 매개효과를 중심으로-)

  • Eun, Chang-Ik
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.113-128
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    • 2022
  • The objective of this study is to pay attention to the personal media environment that is in the center of rapid changes in the media industry, to especially explore the activity area of one-person or minority media creators who lead the mobile media environment that could be connected, watched, and produced anywhere, and to closely examine the mutual ecosystem between creators and viewers. Especially, paying attention to the recommendation service YouTube provides, for example, based on the big data algorithm related to users' habitual use, when users' data used are provided more, the users face the advanced service, this study aimed to examine the effects of recommendation service on the formation of trust between user and producer, user flow, and subscription intention, and also to demonstrate the process of forming this mutual relation through concrete data. In the conclusion, implications that can be inferred based on the research results and suggestions for further research in the future were presented.

A Development Study on New Hand Rehabilitation Training Tool Using Cat's Cradle Game (실뜨기 놀이를 활용한 새로운 수부재활훈련도구 개발 연구)

  • Lee, Yu Sol;Chung, Do Sung
    • Design Convergence Study
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    • v.17 no.3
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    • pp.1-19
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    • 2018
  • Hand rehabilitation training tools are used in hospitals and at home for patients and users who require recovery of disabled hands and improvement in overall hand function. However, existing training tools are not organized into a progressive system, and they lead to repeatability operations over a period of time. As a result, patients feel free and cannot be motivated by rehabilitation, and continuous rehabilitation training is difficult. Based on this argument, the study combines one of the elements of the game called the "Cat's cradle" to enable the user to feel achievement through play and to achieve natural rehabilitation through unconsciousness. After examining the characteristics of the tool, the user's environment, the relevance of the Cat's cradle game to the training tool and to the patient's continued rehabilitation was established. And design elements were derived through professional interviews. Later, design guidelines and prototypes have been created to complement the problems associated with guidelines and prototypes by conducting usability testing and design element assessment.

A Morpheme Analyzer based on Transformer using Morpheme Tokens and User Dictionary (사용자 사전과 형태소 토큰을 사용한 트랜스포머 기반 형태소 분석기)

  • DongHyun Kim;Do-Guk Kim;ChulHui Kim;MyungSun Shin;Young-Duk Seo
    • Smart Media Journal
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    • v.12 no.9
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    • pp.19-27
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    • 2023
  • Since morphemes are the smallest unit of meaning in Korean, it is necessary to develop an accurate morphemes analyzer to improve the performance of the Korean language model. However, most existing analyzers present morpheme analysis results by learning word unit tokens as input values. However, since Korean words are consist of postpositions and affixes that are attached to the root, even if they have the same root, the meaning tends to change due to the postpositions or affixes. Therefore, learning morphemes using word unit tokens can lead to misclassification of postposition or affixes. In this paper, we use morpheme-level tokens to grasp the inherent meaning in Korean sentences and propose a morpheme analyzer based on a sequence generation method using Transformer. In addition, a user dictionary is constructed based on corpus data to solve the out - of-vocabulary problem. During the experiment, the morpheme and morpheme tags printed by each morpheme analyzer were compared with the correct answer data, and the experiment proved that the morpheme analyzer presented in this paper performed better than the existing morpheme analyzer.