• Title/Summary/Keyword: Perception of user

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The Perception and Use of Living Information : Suggestion for a Family-friendly Living Information Environment (생활정보 인식 및 이용 : 가족친화적 생활정보 환경 조성을 위한 제언)

  • Shim, Young
    • Journal of Families and Better Life
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    • v.31 no.5
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    • pp.1-17
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    • 2013
  • The purpose of this study is to provide suggestion for the establishment of a living information environment for a family-friendly living environment. The survey data on a sample of three hundred and eighty-four married respondents with at least one child in elementary school that were collected for 15 days from April 16 to April 30 of 2010 were analyzed. The results are as follows: It is important to establish a family-friendly living information environment as one of the important elements for a family-friendly living environment. Two aspects ought to be considered in establishing a family-friendly living information environment. One is the supply aspect of the family-friendly living information: this encompasses the usage of facilities in the community, the residents in the community as leaders and the user-friendly living information. The other is the user aspect of the living information, which involves the education on living information for the residents in the community.

Effect of User Experience of Smart Learning App on Intention to Continuous Use (스마트러닝 학습앱의 사용자경험이 지속사용의도에 미치는 영향)

  • Park, Joong-Hee;Han, Kwang-Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.416-434
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    • 2022
  • This study, for learners using online and offline tools, understood the structural relationship of user experience of smart learning app on continuous use intention through the technology acceptance model, and classified the learning type characteristics. In addition, based on the experience of using the smart learning app, we explored ways to improve the design of the user experience design for learning tools and contents. For this purpose, the usage perception of 84 middle and high school students of the developed smart learning learning app was investigated after using it for 2 months, and the data were analyzed using the PLS structural equation technique. The main results of this study are as follows. First, system and content user experience had a significant effect on perceived usability and perceived ease of use, and the effect on continued use intention through attitude was significant. Second, there was a significant difference in the effect of system user experience on perceived usefulness in multi-group comparative analysis and gender group. In the preferred learning group, it was the path from perceived ease of use and perceived usefulness to attitude and intention to continue using that showed a significant path difference. Third, as a result of classifying the most commonly used learning types by the multidimensional scale method, the types separated into low dimensions were found to be four types: offline sync type, online sync type, ubiquitous learning type, and self-direct learning type.

Methodological Problems in Information Retrieval Research (정보검색 연구의 방법론에 관한 고찰)

  • 이명희
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.7 no.1
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    • pp.231-246
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    • 1994
  • A major problem for information retrieval research in the past three decades has been methodology, even though some progress has been made in obtaining useful results from methodologically sound experiments. Within a methodology, potential problems include artificial data generated by the researcher, small sample size interpretation of findings. Critics have pointed out that some room exists for improving methodology of information retrieval research; using existing data, having big enough sample size, including large numbers of search queries, introducing more control in relation to variables, utilizing more appropriate performance measures, conducting rests carefully and evaluating findings properly. Relevance judgments depend entirely on the perception of the user and on the situation of the moment. In an experiment, the best judge of relevance is a user with a well defined information need. Normally more than two categories for relevance judgments are desirable becase there are degrees of relevance. In experimental design, careful control of variables is meeded for internal validity. When no single database exists for comparison, existing operational databases should be used cautiously, Careful control for the variations of search queries, inter-searcher sonsistency, intra-searcher consistency and search strategies is necessary. Parametric statistics requiring rigid assumptions are not appropriate in information retrieval research and non-parametric statistics requiring few assumptions are necessary. Particularly, the sign test and the Wilcoxon test are good alternatives.

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A Dual-path Model for the Game's Motive for Subjective Happiness and Solitude (게임 선용동기가 행복과 고독에 미치는 이중경로 모형)

  • Lee, Won-jun
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.55-64
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    • 2020
  • Despite the increasing influence of the game, the general perception of the game is still negative. In addition, there is a lack of understanding of game users. Therefore, this study aimed to grasp the user's motivation factors related to the good use of the game and to understand the positive and negative effects of the game on the user's attitude. The results of this study can be used to improve understanding of game users in the future, strengthen the competitiveness of the game industry, and improve youth guidance.

A Fast Vision-based Head Tracking Method for Interactive Stereoscopic Viewing

  • Putpuek, Narongsak;Chotikakamthorn, Nopporn
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1102-1105
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    • 2004
  • In this paper, the problem of a viewer's head tracking in a desktop-based interactive stereoscopic display system is considered. A fast and low-cost approach to the problem is important for such a computing environment. The system under consideration utilizes a shuttle glass for stereoscopic display. The proposed method makes use of an image taken from a single low-cost video camera. By using a simple feature extraction algorithm, the obtained points corresponding to the image of the user-worn shuttle glass are used to estimate the glass center, its local 'yaw' angle, as measured with respect to the glass center, and its global 'yaw' angle as measured with respect to the camera location. With these estimations, the stereoscopic image synthetic program utilizes those values to interactively adjust the two-view stereoscopic image pair as displayed on a computer screen. The adjustment is carried out such that the so-obtained stereoscopic picture, when viewed from a current user position, provides a close-to-real perspective and depth perception. However, because the algorithm and device used are designed for fast computation, the estimation is typically not precise enough to provide a flicker-free interactive viewing. An error concealment method is thus proposed to alleviate the problem. This concealment method should be sufficient for applications that do not require a high degree of visual realism and interaction.

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IPTV in Korea: The Effect of Perceived Interactivity on Trust, Emotion, and Continuous Use Intention

  • Shin, Geena;Ahn, Joong-Ho;Kim, Taeha
    • Asia pacific journal of information systems
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    • v.23 no.3
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    • pp.55-76
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    • 2013
  • The principal objective of the work is to confirm the effects of perceived interactivity, trust, and emotion on intentions to use IPTV service. The empirical investigation into IPTV service users suggests that (i) the perception of interactivity should be directly related with trust, (ii) Users' trust should bolster users' emotion in a positive or negative aspect, and (iii) such emotion is verified to affect the intention to use IPTV continuously. More specifically, we demonstrate that positive and negative emotions influence user intentions positively and negatively. Additionally, we find that the trust mediates perceived interactivity and emotions, and both trust and emotion mediate the relationship between perceived interactivity and intentions to use IPTV. The work indicates that trust and emotion of users should be considered from IS perspective in an attempt to build the intention to use IPTV. IPTV firms should consider in their IPTV design and offering strategy how to enhance positive emotions for user retention and eventually bolster intentions to use IPTV continuously.

A Study on the Perception of Librarianship Professionalism in Korean Public Library (공공도서관 사서직 전문성 인식에 관한 연구)

  • Yoon, Myung Hee
    • Journal of the Korean Society for Library and Information Science
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    • v.54 no.1
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    • pp.243-275
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    • 2020
  • The purpose of this study was to explore the direction of librarianship by analyzing differences in Librarian and User perceptions of Librarianship Professionalism. Literature research was used to derive the components of librarianship Professionalism and to conduct surveys on librarians and users. As a result, librarians recognized expert knowledge as the most important factor, while users recognized service attitude as the most important factor. Users recognized that librarians have low social recognition due to their lack of enjoyment, enthusiasm, and challenging spirit and their ability to develop and provide services by understanding user needs and the flow of knowledge. On the other hand, librarians did not actively engage in communication or exchange with users due to their lack of expert knowledge.

A simulation study of speech perception enhancement for cochlear implant patients using companding in noisy environment (잡음 환경에서 압신을 이용한 인공 와우 환자의 언어 인지 향상 시뮬레이션 연구)

  • Lee Young-Woo;Ji Yoon-Sang;Lee Jong-Shil;Kim In-Young;Kim Sun-I.;Hong Sung-Hwa;Lee Sang-Min
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.43 no.5 s.311
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    • pp.79-87
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    • 2006
  • In this study, we evaluated the performance of a companding strategy as a preprocessing for speech enhancement and noise reduction. The proposed algorithm is based on two tone suppression that is human's hearing characteristics. This algorithm enhances spectral peak of speech signal and reduces background noise, however it has tradeoff characteristics between speech distortion and noise reduction due to limited channel number and nonlinear block. Therefore, we designed two different companding structures that have relative characteristics of noise reduction and speech distortion and found suitable companding structures by difference of individual speech perception ability in noise environment. Thus we proposed speech perception enhancement of cochlear implant user in noise environment with low SNR. The performance of the proposed algorithm was evaluated through 5 normal hearing listeners using noise band simulation. Improvement of speech perception was observed for all subjects and each subject preferred the different type of companding structure.

Suggest Improvement for Medical Device Made in Korea by the Investigation of Domestic Medical Device Percentage and Survey of Medical Device Users and Manager (국산 의료기기 사용률과 사용자 및 관리자 인식 조사를 통한 국산 의료기기 개선 방안)

  • Lee, Jyung Hyun
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.11 no.4
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    • pp.299-306
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    • 2017
  • The Korean medical device industry has increased dramatically due to various investments in the domestic medical device industry and the introduction of new technologies, but the domestic medical device usage rate in great hospital is still low. In this paper, improvement point for domestic medical device was suggested by domestic medical device usage rate and user and manager's perception survey in great hospitals in Korea. To do this, a survey on the types of medical devices and domestic medical device usage rates were conducted at four national university hospitals in Korea. From this results, the priority survey medical devices were selected. Improvements of Korean medical devices were suggested by failure mode analysis and user awareness surveys for the priority survey medical devices.

Generative Interactive Psychotherapy Expert (GIPE) Bot

  • Ayesheh Ahrari Khalaf;Aisha Hassan Abdalla Hashim;Akeem Olowolayemo;Rashidah Funke Olanrewaju
    • International Journal of Computer Science & Network Security
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    • v.23 no.4
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    • pp.15-24
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    • 2023
  • One of the objectives and aspirations of scientists and engineers ever since the development of computers has been to interact naturally with machines. Hence features of artificial intelligence (AI) like natural language processing and natural language generation were developed. The field of AI that is thought to be expanding the fastest is interactive conversational systems. Numerous businesses have created various Virtual Personal Assistants (VPAs) using these technologies, including Apple's Siri, Amazon's Alexa, and Google Assistant, among others. Even though many chatbots have been introduced through the years to diagnose or treat psychological disorders, we are yet to have a user-friendly chatbot available. A smart generative cognitive behavioral therapy with spoken dialogue systems support was then developed using a model Persona Perception (P2) bot with Generative Pre-trained Transformer-2 (GPT-2). The model was then implemented using modern technologies in VPAs like voice recognition, Natural Language Understanding (NLU), and text-to-speech. This system is a magnificent device to help with voice-based systems because it can have therapeutic discussions with the users utilizing text and vocal interactive user experience.