• Title/Summary/Keyword: Potential User

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Spatial Decision Support System for Residential Solar Energy Adoption

  • Ahmed O. Alzahrani;Hind Bitar;Abdulrahman Alzahrani;Khalaf O. Alsalem
    • International Journal of Computer Science & Network Security
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    • v.23 no.6
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    • pp.49-58
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    • 2023
  • Renewable energy is not a new terminology. One of the fastest growing renewable energies is solar energy. The implementation of solar energy provides several advantages including the reduction of some of the environmental risks of fossil fuel consumption. This research elaborated the importance of the adaption of solar energy by developing a spatial decision support system (SDSS), while the Residential Solar Energy Adoption (RSEA) is an instantiation artifact in the form of an SDSS. As a GIS web-based application, RSEA allows stakeholders (e.g., utility companies, policymakers, service providers homeowners, and researchers) to navigate through locations on a map interactively. The maps highlight locations with high and low solar energy adoption potential that enables decision-makers (e.g., policymakers, solar firms, utility companies, and nonprofit organizations) to make decisions. A combined qualitative and quantitative methodological approach was used to evaluate the application's usability and user experience, and results affirmed the ability of the factors of utility, usefulness, and a positive user experience of the residential solar energy adoption of spatial decision support system (RSEA-SDSS). RSEA-SDSS in improving the decision-making process for potential various stakeholders, in utility, solar installations, policy making, and non-profit renewable energy domains.

Influencing Factors for the Information Commons User Satisfaction: An Analysis of School Libraries (Information Commons 이용자 만족의 영향요인: 학교도서관 분석)

  • Kim, Ji-Sun;Park, Ji-Hong
    • Journal of Information Management
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    • v.42 no.2
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    • pp.121-149
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    • 2011
  • The purpose of this study is to analyze influencing factors for the user satisfaction of information commons(IC) in school libraries. Relevant previous studies inform four candidate factors that could affect the user satisfaction. Based upon these factors and user interviews, a questionnaire are constructed to form 29 items in total. As the main data, 412 samples are collected from the IC users from 3 high schools in Seoul. Analyses lead to these findings: factors affecting the user satisfaction are identified. They are IC facilities, human services, and achievement level of self-directed learning. It seems that, in ICs, users prefer using space and facilities by themselves to accessing contents. This study suggests ways to improve user satisfaction. It would be essential to introduce IC facilities to current and potential users, to install instruments to enhance achievement level of self-directed learning, and to train users through library education programs.

Affordable 3D VR Technology for Sensible Design - An Approach to Designing an End-User Oriented Service Space (3D VR 기술을 이용한 서비스 공간의 감성적 디자인)

  • Yoon, So-Yeon;Hwang, Jo-Hye;Park, Jung-A
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.269-278
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    • 2010
  • Today's Virtual Reality(VR) technology has become considerably more affordable and sophisticated with rapidly advancing computer technology. Photo-realistic visual representations along with real-time interactivity are now achievable without special programing knowledge and expensive equipment. The purpose of this paper is to establish how simple, credible user testing methods based on VR simulations can be utilized to improve design decision making towards more sensible design solutions for end-users. Results of a case study demonstrate the value of potential user-testing feedback in a simulated 3D virtual service space, i.e., restaurant interior. User feedback from the VR simulation includes preferences in table location, privacy, and values of seating preferred tables. A new design framework incorporating an empirical testing method for service spaces is presented. The overall design process, the development of the VE, and the user testing method and findings are discussed. This study provides useful guidances for future efforts in the areas where such technology may benefit to understand end-user feedbacks in design process.

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Ontology based Educational Systems using Discrete Probability Techniques (이산 확률 기법을 이용한 온톨로지 기반 교육 시스템)

  • Lee, Yoon-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.1 s.45
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    • pp.17-24
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    • 2007
  • Critical practicality problems are cause to search the presentation and contents according to user request and purpose in previous internet system. Recently, there are a lot of researches about dynamic adaptable ontology based system. We designed ontology based educational system which uses discrete probability and user profile. This system provided advanced usability of contents by ontology and dynamic adaptive model based on discrete probability distribution function and user profile in ontology educational systems. This models represents application domain to weighted direction graph of dynamic adaptive objects and modeling user actions using dynamically approach method structured on discrete probability function. Proposed probability analysis can use that presenting potential attribute to user actions that are tracing search actions of user in ontology structure. This approach methods can allocate dynamically appropriate profiles to user.

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User Satisfaction Enhancement of 'Smart Long-Term Care' Mobile Application: In-depth Interview and Topic Modeling (스마트 장기요양 애플리케이션의 사용자 만족도 개선방안 도출: 심층 인터뷰와 토픽 모델링 활용)

  • Hong, Seoeui;An, Jaeyoung;Kwon, Youngshim
    • Journal of Information Technology Services
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    • v.21 no.1
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    • pp.163-179
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    • 2022
  • Two dominant phenomena in modern world; population ageing and digitalization, have led public sector organizations to heavily rely on B2C(Business-to-Consumer) mobile applications. Yet, fatal concerns and complaints have often been raised by the mobile application users, notably from social welfare sector. With the continual expansion of digital landscape as well as the growth of life expectancy, usage of mobile applications has become prevalent across the stakeholders involved in social welfare sector. 'Smart Long-Term Care (SLTC)', inter alia, is a primary example of such mobile applications, designed to support Long-Term Residential Care (LTRC) service. The main goal of SLTC is to serve more convenient and practical LTRC service for both caregivers and care receivers. To examine user satisfaction of SLTC mobile application, this study investigates existing challenges and means to improve user satisfaction. Hence, we conducted this study using two methods: in-depth interview and topic modeling. Interestingly, two research outcomes commonly indicated that 5 factors (stability, accessibility, usefulness, responsiveness, and ease of use) were found significant in affecting user satisfaction of SLTC. Our findings suggest that the aforementioned factors can be seen as potential causes of the genuinely low user satisfaction. Eventually, this work will be a stepping-stone to elevate the overall quality level of LTRC service along with the user satisfaction degree of SLTC mobile application.

An Empirical Study on the Factors Influencing User Attitude Toward Smart Home (스마트홈 사용자 태도에 영향을 미치는 요인에 관한 연구)

  • Lee, Mi Sook;Jeong, Gap Yeon
    • Journal of Information Technology Services
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    • v.17 no.3
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    • pp.157-169
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    • 2018
  • This study aims to examine the factors influencing user attitude toward Smart Home service as the demand of Smart Home service is increasing and it somewhat involves privacy risk. To this end, the research model includes five independent variables, trust in service provider, perceived privacy risk, self efficacy, interpersonal influence, and external influence, influencing the attitude toward Smart Home service. So, this study aims to analyze which variable is the most critical and influential among the five factors and suggest the direction of Smart Home industries. This study first reviews the literature on Smart Home services and describes its Korean situation. Data were collected from residents living in a smart apartment complex. The results show that (1) users have a very positive attitude toward Smart Home service in total, (2) trust in service providers, self efficacy, and interpersonal influence positively impact user attitude toward Smart Home service and interpersonal influence is the most influential variable, however, (3) perceived privacy risk and external influence dose not significantly impact it. These results imply that the role of service providers, self efficacy, and interpersonal influence are important factors on the user attitude toward Smart Home service. Finally, the study's findings and limitations are discussed and potential avenues for future research are suggested.

A Study on the Factors Influencing the Use of Social Networking Services in China (중국의 사회 연결망 서비스 이용에 영향을 미치는 요인에 관한 연구)

  • Fang, Hualong;Kwon, Sun-Dong
    • Journal of Information Technology Applications and Management
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    • v.16 no.2
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    • pp.45-63
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    • 2009
  • China has the largest number of the user of web 2.0 such as messengers and blogs, as of 2008 year. Chinese Internet digital market will grow from $85 billion in 2007 to $264 billion in 2015. The importance of Chinese Internet business is increasing, because of its size and growth potential. This research is focused on following two questions. First, what are the major characteristics of social networking services in China? In order to find out the answer about this question, the case study on Tencent QQ and Sina Poco, the most representative social networking services company in China, was done. And the reason of the use of social networking services, their contents, and the attitude toward the paid service were identified. Second, what are the major factors influencing the use of social networking services in China. User participation, network effect, usefulness, and system quality were inferred as the factors influencing the use. These factors were based on motivation theory, technology acceptance model, and the related research papers. This research model was proved by data analysis using Partial Least Square. As results, the use of social networking services was influenced by usefulness, network effect, user participation, and system quality. But social influence was not significant of the use of social networking services.

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Development of a User Centered Web Site for Mental Health Management in Adolescents (초고속 통신망을 이용한 청소년의 정신건강관리 지원시스템 개발)

  • Bae, Jeong-Yee
    • Journal of Korean Academy of Nursing
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    • v.37 no.1
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    • pp.14-25
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    • 2007
  • Purpose: A user centered web-based mental health management system may be particularly useful in Korea where there is widespread diffusion of personal computers and internet connectivity. The purpose of this paper was to describe the development of a web-based system for mental health management in adolescents using principals of a user centered design. Method: Our design process includes five distinct phases: needs assessment, analysis, design, development/testing/revision, and application release. Results: Web content includes an introduction, information about mental health management in adolescents, self-assessment and guidance, interventions for improving mental health, directory of self-help groups, and counseling and additional community resources. The web site was released using the URL: http://www.baejy.com/youth. Conclusion: The end result was a web based mental health management system for adolescents with a high degree of usability. The author believes that web-based mental health interventions in the future have true potential in helping Koreans who are suffering, or at risk, for mental health problems, particularly because of the stigma related to psychiatric therapy in Korea.

Analysis of User's Eye Gaze Distribution while Interacting with a Robotic Character (로봇 캐릭터와의 상호작용에서 사용자의 시선 배분 분석)

  • Jang, Seyun;Cho, Hye-Kyung
    • The Journal of Korea Robotics Society
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    • v.14 no.1
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    • pp.74-79
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    • 2019
  • In this paper, we develop a virtual experimental environment to investigate users' eye gaze in human-robot social interaction, and verify it's potential for further studies. The system consists of a 3D robot character capable of hosting simple interactions with a user, and a gaze processing module recording which body part of the robot character, such as eyes, mouth or arms, the user is looking at, regardless of whether the robot is stationary or moving. To verify that the results acquired on this virtual environment are aligned with those of physically existing robots, we performed robot-guided quiz sessions with 120 participants and compared the participants' gaze patterns with those in previous works. The results included the followings. First, when interacting with the robot character, the user's gaze pattern showed similar statistics as the conversations between humans. Second, an animated mouth of the robot character received longer attention compared to the stationary one. Third, nonverbal interactions such as leakage cues were also effective in the interaction with the robot character, and the correct answer ratios of the cued groups were higher. Finally, gender differences in the users' gaze were observed, especially in the frequency of the mutual gaze.

Predicting numeric ratings for Google apps using text features and ensemble learning

  • Umer, Muhammad;Ashraf, Imran;Mehmood, Arif;Ullah, Saleem;Choi, Gyu Sang
    • ETRI Journal
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    • v.43 no.1
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    • pp.95-108
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    • 2021
  • Application (app) ratings are feedback provided voluntarily by users and serve as important evaluation criteria for apps. However, these ratings can often be biased owing to insufficient or missing votes. Additionally, significant differences have been observed between numeric ratings and user reviews. This study aims to predict the numeric ratings of Google apps using machine learning classifiers. It exploits numeric app ratings provided by users as training data and returns authentic mobile app ratings by analyzing user reviews. An ensemble learning model is proposed for this purpose that considers term frequency/inverse document frequency (TF/IDF) features. Three TF/IDF features, including unigrams, bigrams, and trigrams, were used. The dataset was scraped from the Google Play store, extracting data from 14 different app categories. Biased and unbiased user ratings were discriminated using TextBlob analysis to formulate the ground truth, from which the classifier prediction accuracy was then evaluated. The results demonstrate the high potential for machine learning-based classifiers to predict authentic numeric ratings based on actual user reviews.