• Title/Summary/Keyword: Social Interface

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The Factors Affecting on the Usage of Organizational Blog : The Perspective of the Organizational Blog Type (조직 블로그 사용에 미치는 영향요인 분석 : 조직 블로그 유형의 관점에서)

  • Kim, In-Jai;Ji, Hong-Gu
    • Journal of Information Technology Applications and Management
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    • v.18 no.2
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    • pp.61-89
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    • 2011
  • Blog is a new global phenomenon, but many research papers about organizational blog have not been shown. In this study the influencing factors of the organizational blog usage are empirically investigated, and several guidelines are suggested to IT professionals who involves the design and implementation of the organizational blog. The research model consists of seven independent variables, one dependent variable, and two moderating variables. The following variables are established as the independent variables; information, interface, service, communication, enjoy, performance expectation, and social influence. Two dimensions such as need and orientation are suggested for the moderating variables, and the actual usage is adopted as a dependent variable. As a result of multiple regression analysis using a stepwise method, the independent variables except for interface and communication affect the actual usage of organizational blogs. The moderating effects for need and orientation are partially supported. The implications of this study are as the followings; (1) The empirical factors affecting the usage of organizational blogs are empirically investigated, (2) The affecting factors vary according to the type of organizational blogs, and (3) Some guidelines are suggested for organizational blog's design.

Designing a Tangible Virtual Heritage Environment for Collaborative Culture Experience (협동적 문화체험을 위한 탠저블 가상 문화유산 환경 디자인에 관한 연구)

  • Park, Kyoung-Shin;Cho, Yong-Joo;Kang, Seung-Mook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.10
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    • pp.1759-1766
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    • 2006
  • The tangible virtual heritage environment employs a tangible interface to increase social interaction and engages user's understanding of cultural heritage with the activities in the virtual environment. Tangible Moyangsung is an tangible virtual heritage environment of a Korean war-defensive castle Moyangsung, and it allows a group of users to collaboratively play the tangible interface for fortifying the broken walls. This paper suggests an overview of cultural meanings behind Moyangsung and represents the details in the design and implementation of the Tangible Moyangsung system. It will also discuss improvements and further research directions.

Design and Prototype Implementation of a Smartphone Functional Application for Learning Chinese Language (중국어 학습을 위한 스마트폰 기능성 어플리케이션 설계 및 프로토타입 구현)

  • Maeng, Soo Yeon;Lee, Eun Ryoung
    • Journal of Digital Contents Society
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    • v.17 no.4
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    • pp.265-272
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    • 2016
  • Recently Chinese education market and social interest has been extended. Accordingly, smart learning based on smartphone applications became part of new educational paradigm. Also, there are more active research and development of applications for the Chinese language education. In this paper, we designed and implemented the smartphone functional application prototype for learning basic Chinese characters. Expression of Chinese characters, the comparison, listening in pronunciation, voice recording and listening, related content learning, and implement testing presented using casual user interface. In the future study, we will develop the prototype with user interface for learning Chinese conversation and individual index of evaluation can be effective learning Instrument without additional tools.

e-Learning System Design and Implementation for Small Sized Cyber Lecturing (소형 사이버강좌를 위한 e-Learning시스템 설계 및 구현 사례)

  • Seo, Chang-Gab;Park, Sung-Kyou
    • Information Systems Review
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    • v.6 no.2
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    • pp.161-179
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    • 2004
  • The purpose of this study is to suggest practical experience to develop small sized e-Learning system. The system is designed to help lecturers can arrange interface, organize contents, submit examinations and assess learner's score with no professional computing skills. The system has three advantages. First, it reduced implementation period through the use of GUI. Second, it is ordered to be personalized to construct format of the whole interface. Third, it has operational convenience which can be implemented on PC based system. These personalized features are enabling Learning on Demand. Also, there is comparatively low cost and high effectiveness on e-Learning implementation which facilitating quick adoption of e-Learning in its lectures.

Review on Discrete, Appraisal, and Dimensional Models of Emotion (정서의 심리적 모델: 개별 정서 모델, 평가 모델, 차원 모델을 중심으로)

  • Sohn, Jin-Hun
    • Journal of the Ergonomics Society of Korea
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    • v.30 no.1
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    • pp.179-186
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    • 2011
  • Objective: This study is to review three representative psychological perspectives that explain scientific construct of emotion, that are the discrete emotion model, appraisal model, and dimensional model. Background: To develop emotion sensitive interface is the fusion area of emotion and scientific technology, it is necessary to have a balanced mixture of both the scientific theory of emotion and practical engineering technology. Extensional theories of the emotional structure can provide engineers with relevant knowledge in functional application of the systems. Method: To achieve this purpose, firstly, literature review on the basic emotion model and the circuit model of discrete emotion model as well as representative theories was done. Secondly, review on the classical and modern theories of the appraisal model emphasizing cognitive appraisal in emotion provoking events was conducted. Lastly, a review on dimensional theories describing emotion by dimensions and representative theories was conducted. Results: The paper compared the three models based on the prime points of the each model. In addition, this paper also made a comment on a need for a comprehensive model an alternative to each model, which is componential model by Scherer(2001) describing numerous emotional aspects. Conclusion: However, this review suggests a need for an evolved comprehensive model taking consideration of social context effect and discrete neural circuit while pinpointing the limitation of componential model. Application: Insight obtained by extensive scientific research in human emotion can be valuable in development of emotion sensitive interface and emotion recognition technology.

Planning of HVDC System Applied to Korea Electric Power Grid

  • Choi, DongHee;Lee, Soo Hyoung;Son, Gum Tae;Park, Jung-Wook;Baek, Seung-Mook
    • Journal of Electrical Engineering and Technology
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    • v.13 no.1
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    • pp.105-113
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    • 2018
  • This paper proposes pre-analysis on planning of high-voltage direct current (HVDC) transmission system applied to Korea electric power grid. HVDC transmission system for interface lines has been considered as alternative solution for high-voltage AC transmission line in South Korea since constructing new high-voltage AC transmission lines is challenging due to political, environmental and social acceptance problems. However, the installation of HVDC transmission system as interface line in AC grid must be examined carefully. Thus, this paper suggests three scenarios to examine the influences of the installation of HVDC transmission system in AC grid. The power flow and contingency analyses are carried out for the proposed scenarios. Power reserves in metro area are also evaluated. And then the transient stability analysis focusing on special protection scheme (SPS) operations is analyzed when critical lines, which are HVDC lines or high voltage AC lines, are tripped. The latest generic model of HVDC system is considered for evaluating the impacts of the SPS operations for introducing HVDC system in the AC grid. The analyses of proposed scenarios are evaluated by electromechanical simulation.

Be Aware -Application for Measuring Crowds Through Crowdsourcing Technique in Makkah Al-Mukarramh

  • Mirza, Olfat M.;Alharbi, Israa;Khayyat, Sereen;Aleidarous, Rawa;Albishri, Doaa;Alzhrani, Wejdan
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.199-208
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    • 2022
  • The world health organization classified the emerging coronavirus (known as Covid-19) as a pandemic after confirming the extent of spread and scale. As a matter of fact, outbreaks of similar scale or even worse have been witnessed throughout history. Thus, the development of prevention strategies exists to protect against such calamaties. One of the widely proven measures that controls the spread of any contagious diseases is social distancing. As a result, this paper will demonstrate the concept of an application "Be Aware" on enabling the implementation of this preventive measure. In particular "Be aware" evaluates the extent of congestion in public places using current time data. The proposed project will use Global Positioning System (GPS), and Application Programming Interface (API), to ensure information accuracy, and the API use Crowdsourcing to collect Real-Time Data (RTD) from the selected places. One line

Applying Social Strategies for Breakdown Situations of Conversational Agents: A Case Study using Forewarning and Apology (대화형 에이전트의 오류 상황에서 사회적 전략 적용: 사전 양해와 사과를 이용한 사례 연구)

  • Lee, Yoomi;Park, Sunjeong;Suk, Hyeon-Jeong
    • Science of Emotion and Sensibility
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    • v.21 no.1
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    • pp.59-70
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    • 2018
  • With the breakthrough of speech recognition technology, conversational agents have become pervasive through smartphones and smart speakers. The recognition accuracy of speech recognition technology has developed to the level of human beings, but it still shows limitations on understanding the underlying meaning or intention of words, or understanding long conversation. Accordingly, the users experience various errors when interacting with the conversational agents, which may negatively affect the user experience. In addition, in the case of smart speakers with a voice as the main interface, the lack of feedback on system and transparency was reported as the main issue when the users using. Therefore, there is a strong need for research on how users can better understand the capability of the conversational agents and mitigate negative emotions in error situations. In this study, we applied social strategies, "forewarning" and "apology", to conversational agent and investigated how these strategies affect users' perceptions of the agent in breakdown situations. For the study, we created a series of demo videos of a user interacting with a conversational agent. After watching the demo videos, the participants were asked to evaluate how they liked and trusted the agent through an online survey. A total of 104 respondents were analyzed and found to be contrary to our expectation based on the literature study. The result showed that forewarning gave a negative impression to the user, especially the reliability of the agent. Also, apology in a breakdown situation did not affect the users' perceptions. In the following in-depth interviews, participants explained that they perceived the smart speaker as a machine rather than a human-like object, and for this reason, the social strategies did not work. These results show that the social strategies should be applied according to the perceptions that user has toward agents.

Design of a Disaster Big Data Platform for Collecting and Analyzing Social Media (소셜미디어 수집과 분석을 위한 재난 빅 데이터 플랫폼의 설계)

  • Nguyen, Van-Quyet;Nguyen, Sinh-Ngoc;Nguyen, Giang-Truong;Kim, Kyungbaek
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.661-664
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    • 2017
  • Recently, during disasters occurrence, dealing with emergencies has been handled well by the early transmission of disaster relating notifications on social media networks (e.g., Twitter or Facebook). Intuitively, with their characteristics (e.g., real-time, mobility) and big communities whose users could be regarded as volunteers, social networks are proved to be a crucial role for disasters response. However, the amount of data transmitted during disasters is an obstacle for filtering informative messages; because the messages are diversity, large and very noise. This large volume of data could be seen as Social Big Data (SBD). In this paper, we proposed a big data platform for collecting and analyzing disasters' data from SBD. Firstly, we designed a collecting module; which could rapidly extract disasters' information from the Twitter; by big data frameworks supporting streaming data on distributed system; such as Kafka and Spark. Secondly, we developed an analyzing module which learned from SBD to distinguish the useful information from the irrelevant one. Finally, we also designed a real-time visualization on the web interface for displaying the results of analysis phase. To show the viability of our platform, we conducted experiments of the collecting and analyzing phases in 10 days for both real-time and historical tweets, which were about disasters happened in South Korea. The results prove that our big data platform could be applied to disaster information based systems, by providing a huge relevant data; which can be used for inferring affected regions and victims in disaster situations, from 21.000 collected tweets.

A Study on the Interactive Game for Traditional Culture Plays to improve the Adaptability of the Elderly (고령자를 위한 쌍방향 전통문화게임 개발에 관한 연구)

  • Cho, Dong-Min;Jung, Sung-Hwan
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.15-22
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    • 2008
  • Recently, Our average life span of korean people is extended and fast-growing an elderly population caused by Being Improved our living conditions and medical science level. Our another problems which being faced by an aging population are that marked psychological and social changes of the aged. The psychological changes of the aged is related to how they make their living and it strong influences on their successful aging process. For health of the aged, there is an urgent need of recreation which can be social activities to void decline their own process of thinking and the executive ability to adapt for controlling health. Therefore, thepurpose of this recreation Courseware program is to help the alienated minorities to achieve the optimal health and best quality of life based on the knowledge of the social-activities and to understand the korean traditional culture plays. Finally, This study could contribute it as a baseline model for the empirical study and to develop further recreation program for the elderly social activities and sufficient for needs of understanding our traditional culture plays.

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