• 제목/요약/키워드: Potential User

검색결과 775건 처리시간 0.022초

Numerical Modeling of Floating Electrodes in a Plasma Processing System

  • Joo, Junghoon
    • Applied Science and Convergence Technology
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    • 제24권4호
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    • pp.102-110
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    • 2015
  • Fluid model based numerical analysis is done to simulate a plasma processing system with electrodes at floating potential. $V_f$ is a function of electron temperature, electron mass and ion mass. Commercial plasma fluid simulation softwares do not provide options for floating electrode boundary value condition. We developed a user subroutine in CFD-ACE+ and compared four different cases: grounded, dielectric, zero normal electric field and floating electric potential for a 2D-CCP (capacitively coupled plasma) with a ring electrode.

Application of Motion Analysis to User Participation Behavior Model: Focused on Interactive Space

  • Kwon, Jieun;Nah, Ken
    • 대한인간공학회지
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    • 제33권3호
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    • pp.175-189
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    • 2014
  • Objective: The goal of this research is to develop new user behavior model using user motion analysis with microscopic perspective for attracting user's participation in interactive space. Background: The interactive space is 'human's place', which is made up of complex elements of digital virtual space and traditional analog and physical environment based on human-computer interaction system. Human behavior has changed in it at the same time. If the user couldn't make participation in interaction, the purpose of the system is not met, which reduces its effect. Therefore, we need to focus on interactive space that is potential future direction from a new point of view. Method: For this research, we would discuss and study fields of interactive space; (1) finding definition of interactive space and studying background of theory about it. (2) providing base of user behavior model with study of user's context that is to be user information and motion. (3) examining user motion, classify basic motion type and making user participation behavior model in phases. Results: Through this process, user's basic twenty motions which are systematized are taken as a standard for analysis of interaction process and participation in interactive space. Then, 'NK-$I^5$ (I Five)' model is developed for user participation types in interactive space. There are five phases of user participation behavior: Imperception, Interest, Involvement, Immersion, and Influence. In this analysis, three indicators which are time, motion types, and user relationship are found to be related to participation. Conclusion: The capabilities and limitation of this research is discussed to attract user participation. This paper focuses especially on contribution of design to lead user's participation in interactive system and expectation to help adapt to user centered design of various interactive space with new aspect of user behavior research. Application: The results of the 'NK-$I^5$ (I Five)' model might help to realize successful interactive space based on user centered design.

ERP에 대한 사용자 저항의 영향 요인에 관한 실증적 연구 : 베트남 사용자를 중심으로 (An Empirical Study on the Factors Influencing User Resistance to ERP : Focused on the Vietnam Users)

  • 김홍근;황경태
    • Journal of Information Technology Applications and Management
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    • 제22권4호
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    • pp.127-158
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    • 2015
  • This study analyzes the factors affecting user resistance to ERP in Vietnam, including the factors related to the cultural values of the users, which is rarely dealt in the previous ERP research. A research model is developed based on Klaus and Blanton [2010] and Hofstede [2011], consisting of the independent variables ('cultural value', 'system', 'organization', and 'process' related variables), a dependent variable ('user resistance to ERP') and a moderating variable ('self efficacy'). Major results of study include (1) users with high degree of uncertainty avoidance and femininity regard ERP as potential threat to their job and are likely to resist to ERP; (2) By training the users with high level of femininity to enhance their self efficacy, the degree of resistance to ERP can be reduced; (3) For ERP to be utilized successfully, systems should be developed in such a way in which working with ERP is not regarded as complex and difficult; and (4) communication and training play an important role in reducing the resistance of users.

감시경계 로봇의 그래픽 사용자 인터페이스 설계 (A Graphical User Interface Design for Surveillance and Security Robot)

  • 최덕규;이춘우;이춘주
    • 로봇학회논문지
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    • 제10권1호
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    • pp.24-32
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    • 2015
  • This paper introduces a graphical user interface design that is aimed to apply to the surveillance and security robot, which is the pilot program for the army unmanned light combat vehicle. It is essential to consider the activities of robot users under the changing security environment in order to design the efficient graphical user interface between user and robot to accomplish the designated mission. The proposed design approach firstly identifies the user activities to accomplish the mission in the standardized scenarios of military surveillance and security operation and then develops the hierarchy of the interface elements that are required to execute the tasks in the surveillance and security scenarios. The developed graphical user interface includes input control component, navigation component, information display component, and accordion and verified by the potential users from the various skilled levels with the military background. The assessment said that the newly developed user interface includes all the critical elements to execute the mission and is simpler and more intuitive compared to the legacy interface design that was more focused on the technical and functional information and informative to the system developing engineers rather than field users.

IPTV 뱅킹 서비스 이용 의도에 영향을 미치는 요인 (Factors that Influence User Intention of IPTV Banking Service)

  • 김문선;김문오;김효진;류성렬
    • Journal of Information Technology Applications and Management
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    • 제16권2호
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    • pp.79-98
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    • 2009
  • IPTV has risen as a new driving force amid concerns against the saturated internet market and gained enormous attention of both the government and industry as niche market. Especially, IPTV banking which is one of the major services, IPTV has risen up recently as another financial service channel. Prior to the expansion of the new technology, this study attempts to predict its success possibility. In order to grasp variables that would effect formation of user intention of potential adopters, and external variables that influence user intention of IPTV banking have been confirmed and studied empirically based on Technology Acceptance Model(TAM). As a result, it was validated that self?efficacy, facilitating condition, social influence, and perceived importance to TV banking needs are the influential variables. Therefore, one may able to find appropriate direction of marketing activities for effective expansion of IPTV banking service through this study. Also, considering the fact that the number of service users has absolute influence over profit determination in the IPTV banking service industry, the study about characteristics and intention of such potential adopters could certainly be significant.

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3D Filmmaking for User-Selective UHD Stereoscopic Media System: A Case Study on the Film The Old, the New and the Other

  • Cha, Minchol;Hamacher, Alaric;Simon, Sebastien
    • Journal of Multimedia Information System
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    • 제8권4호
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    • pp.277-284
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    • 2021
  • Despite skepticism about commercial potential, the stereoscopic 3D cinema is still a form that any filmmaker can choose to employ for its aesthetics and its immersive potential. Based on a haptic illusion, the stereoscopic media content requires a new perspective different from the principle of 2D media content in terms of creation and acceptance. This paper examines the technical and aesthetic issues of stereoscopic 3D film production from the perspective of today's emerging realistic and immersive media through a case study. One of the key factors for successful content creation and research and development in stereoscopic 3D cinema is the combination of artistic principles together with technical mastering of the new image technology. The purpose of this paper is to outline the principal challenges and research topics in stereoscopic 3D cinema through a case study of stereoscopic 3D pilot film production for the 'User-Selective UHD Stereoscopic Media Service Platform' of the ETRI (Electronics and Telecommunications Research Institute). This paper intends to examine stereoscopic 3D filmmaking workflow and production methodologies, as well as technical elements and aesthetic issues.

The Wireless World Research Forum(WWRF) Towards Systems Beyond 3G

  • Mohr, Werner
    • 정보와 통신
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    • 제19권7호
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    • pp.56-71
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    • 2002
  • Third generation mobile radio systems (3G) are currently being deployed in different regions of the world. Future systems beyond 3G are already under discussion in international bodies and forums such as ITU, WWRF and R&D programs of the European Union and in other regions. These systems will determine the research and standardization activities in mobile and wireless communication in the next years. Based on the experience of 3G future systems will be developed mainly from the user perspective with respect to potential services and applications including traffic demands. Therefore, the Wireless World Research Forum (WWRF) was launched in 2001 as a global and open initiative of manufacturers, network operators, SMEs, R&D centers and the academic domain. WWRF is focused on the vision of such systems the Wireless World - and potential key technologies. This paper describes the international context of activities on systems beyond third generation, the goals, objectives and structure of WWRF, the user perspective as the starting point for a future system design and the key enabling technologies for the Wireless World.

소셜 네트워크 게임의 지속사용의도에 영향을 미치는 요인에 관한 연구 : 스마트 기기 사용자를 중심으로 (A Study of Factors Affecting Continuous Intention of Social Network Games : Focusing on Smart Device Users)

  • 김정욱;장철호
    • 한국IT서비스학회지
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    • 제13권3호
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    • pp.235-255
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    • 2014
  • Social Network Service (SNS) with emergence of Web 2.0 have been developed rapidly. Unlike other games, social network game is based on the relationship with smart devices and studied for user-centered behavior as a potential factor derived from the Technical Acceptance Model (TAM). This research is conducted for finding out influencing factors on continuous intention for smart device users. Therefore, the independent variables consist of subjective norm, mobility, playfulness, self-efficacy, and ease of use. The intermediate variables also compose of flow, and user satisfaction and the dependent variables as continuous intention. The result of study shows the following: First, subjective norm, playfulness, self-efficacy and ease of use except mobility have the positive effect on user flow. Second, subjective norm, mobility, playfulness and ease of use except self-efficacy have significantly the positive effect on user satisfaction. Finally, user flow has significantly the positive effect on user satisfaction and continuance intention and a factor of user satisfaction have significantly the positive effect on continuance intention.

지식관리시스템 사용자 만족도와 성과에 관한 연구: 재정경제부를 중심으로 (A Study on the User Satisfaction of Knowledge Management System and Performance: With Focus on the MOFE)

  • 이홍재
    • 정보관리학회지
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    • 제25권4호
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    • pp.67-85
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    • 2008
  • 본 연구에서는 공공부문에서 운영되고 있는 KMS의 성과평가의 일환으로 KMS 사용자 만족도의 선행요인 및 사용자 만족도와 성과 간의 구조적 관계를 분석하고 효과적인 KMS 운영을 위한 함의를 제시하였다. 본 연구에서 실시한 지식품질과 KMS 품질, 사용자 만족도 및 성과 간의 영향관계에 관한 구조방정식 분석결과, 연구모형에서 설정한 3개의 가설 모두가 채택되었다. 이러한 분석결과를 토대로 본 연구에서는 KMS 사용자 만족도 및 성과 향상을 위한 효과적인 KMS 운영방안을 제시하였다.

CAMAR Companion : 스마트 공간에서 증강 콘텐츠의 개인화를 위한 맥락 인식 모바일 증강 현실 시스템 (CAMAR Companion : Context-aware Mobile AR System for supporting the Personalization of Augmented Content in Smart Space)

  • 오세진;우운택
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.673-676
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    • 2009
  • 본 논문에서는 스마트 공간에서 모바일 사용자의 맥락 정보에 따라 개인화된 콘텐츠를 증강시키는 맥락 인식 모바일 증강 현실 시스템인 CAMAR Companion을 소개한다. 이는 모바일 기기에 부착된 카메라를 이용하여 스마트 공간의 오브젝트를 인식하고 인식된 오브젝트의 움직임을 추적한다. 그리고 여러 가지 센서들로부터 획득된 정보를 통합하여 모바일 사용자의 변화하는 맥락 정보를 실시간으로 인식한다. 또한 모바일 사용자의 맥락 정보 히스토리를 기반으로 해당 맥락에 대한 사용자의 프로파일, 특히 사용자가 선호하는 콘텐츠 혹은 맥락에 용이한 콘텐츠에 대한 정보를 추론한다. 그리고 모바일 기기를 통해 제공되는 콘텐츠를 사용자의 맥락에 적절한 형태로 디스플레이하거나 물리적 오브젝트에 증강시킴으로써 사용자에게 용이한 형태의 콘텐츠를 제공한다. 더 나아가 제안한 시스템을 기반으로 스마트 홈 환경에서의 사용자 맥락 정보에 따라 개인화된 콘텐츠를 증강 시켜주는 맥락 인식 모바일 증강 현실 정보 도우미를 구현하였다. 이는 사용자의 변화하는 맥락 정보를 실시간으로 인식하고 해당 맥락에 대한 사용자의 프로파일을 동적으로 추론하여 사용자로 하여금 개인화된 증강 콘텐츠를 경험할 수 있도록 하였다. 궁극적으로 이를 통하여 모바일 기기에서 개인화된 사용자 인터페이스를 개발하는 데 있어 제안한 맥락 인식 모바일 증강 현실 시스템의 응용 가능성을 확인하고자 한다.

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