• Title/Summary/Keyword: Use intention

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A Mobile Tour Guide System using Wearable See-through Device and Hand-held Device based on Shared Touring Context (여행자 상황 정보 기반 안경형 웨어러블 디바이스 및 핸드헬드 디바이스 투어 가이드 시스템)

  • Kim, Doyeon;Seo, Daeil;Yoo, Byounghyun;Ko, Heedong
    • Journal of the HCI Society of Korea
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    • v.11 no.1
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    • pp.29-38
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    • 2016
  • Mobile tour guide applications help tourists to search for and visit their surrounding POIs(Points of Interest) of their locations and to obtain their guide information. With the development of wearable devices like smart watches and wearable glasses, people using multiple mobile devices are increasing; a tourist may use a hand-held device, a wearable device or both to obtain tour information. However, most mobile tour guides using mobile devices provide the tour information with little consideration of their hand-held and wearable characteristics. In particular, a tourist with multiple mobile devices who search for the tour information from multiple mobile devices must input their intention separately to each device. To alleviate these problems, we propose a mobile tour guide system with the following features: one is to reduce redundant user input by sharing the touring context between hand-held and wearable devices; the other is to present tour information according to capabilities and usage pattern of the devices. The proposed system guides tourists by complementing disadvantage of the devices and also minimizes user interaction between applications and tourists.

A Survey on the Aged Consumers' Needs for an Elderly Friendly and Sensitive Bathtub Alternative (노인 친화적 감성용 욕조 대안에 대한 노인 소비자의 요구 및 평가)

  • Choi, Byungsook;Kwon, Tae-Kyu
    • Journal of the Korean housing association
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    • v.24 no.6
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    • pp.41-49
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    • 2013
  • This study finds out the aged consumers' needs on the developing elderly friendly and sensitive bathtub. This bathtub focuses on enhancement of multi-senses and enhancement of health, safety & convenience during bath. The enhancing multi-senses would have four functions; therapy with color and aroma, the massage with micro water bubbles, the visual and auditory with TV & cinema, and the auditory with music and radio. Also, enhancing others of bathtub would have seven functions; emergency bell, blood-pressure check system for health condition, water temperature indicator, keeping water warm, reading a book in that, and controlling of house entrance door and a getting the phone during bath. The aged consumers' needs find throughout a questionnaire survey, and 497 data was analyzed. The main results are as follow. They consider a full bath behavior as a healthcare. They have an intention to purchase or use the elderly and friendly bathtub, and they prefer using it in common facilities to using it at home. They highly need health related function of bathtub, which are massage (64.4%), blood-pressure check system (55.1%) and aroma therapy (45.7%). The emergency bell (67.0%), keeping water warm (62.2%), and water temperature indicator (49.7%), related to safety & information function of bathtub, are needed. Also, they think tolerance for error and low physical effort in bathtub design alternative, opening door and inside sitting support, to be important.

Games Development Methodology as a Teaching Tool for Elementary School: Case Study of Developing History Learning Game (초등 교과 학습 도구로서의 게임 개발 방법론: 역사 게임 개발 연구 사례를 중심으로)

  • Kim, Nayoung
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.53-62
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    • 2015
  • This paper introduces an educational game development method for the purpose of designing game as part of school curriculum activities, base on experimental case of making history learning game for private elementary schools in Korea. Our first approach was to define a game as a educational learning tool like any other media and mediating platform such as smart phones or other applications. We regard user as a player, and students as a end user and decision making-customers. Unlike other game development process we brought service design methode to the development process, making a game platform that is specially designed for teachers' teaching tool, which is easy and effective to use to ther subject of teacher's intention. Based on our research case, we suggest educational games development methodology which can be better suited for games with school curriculum in learning environment.

The Study on Dynamic Images Processing for Finger Languages (지화 인식을 위한 동영상 처리에 관한 연구)

  • Kang, Min-Ji;Choi, Eun-Sook;Sohn, Young-Sun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.2
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    • pp.184-189
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    • 2004
  • In this paper, we realized a system that receives the dynamic images of finger languages, which is the method of intention transmission of the hearing disabled person, using the white and black CCD camera, and that recognizes the images and converts them to the editable text document. We use the afterimage to draw a sharp line between indistinct images and clear images from a series of inputted images, and get the character alphabet from the away of continuous images and output the accomplished character to the word editor by applying the automata theory. After the system removes the varied wrist part from the data of clean image, it gets the controid point of hand by the maximum circular movement method and recognizes the hand that is necessary to analyze the finger languages by applying the circular pattern vector algorithm. The system abstracts the characteristic vectors of the hand using the distance spectrum from the center of the hand and it compares the characteristic vector of inputted pattern from the standard pattern by applying the fuzzy inference and recognizes the movement of finger languages.

Factors Affecting Information Protection Efforts for Preventing Deviant Behavior of Adolescent in Cyber Space (사이버 일탈행위 예방을 위한 개인 정보보호 노력의 영향요인 연구)

  • Um, Myoungyong;Park, Jin-Hee;Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
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    • v.8 no.5
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    • pp.31-41
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    • 2005
  • The purpose of this study is to identify the determinants of planned behavior of adolescent, toward information security and cyber crime prevention. A survey methodology was used to investigate a proposed model of influence, and regression analysis was used to analyze the results. The hypothesized model was largely supported by this analysis, and the overall results indicate that the intention to actively participate in information security and cyber crime prevention is mostly influenced by the fear for cyber crime and the perceived usefulness of information security and cyber crime prevention activity. In addition, it was found that the perceived easy of use for information-security related ICT skill, fear for cyber crime, and social norm for information security influence the level of usefulness, but that the prior experience with information leaking was statistically insignificant factor to the level of usefulness and fear for crime. Useful suggestions for promoting information security and cyber crime prevention are also provided.

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A Design of Home Network Module using RF Module-Chip (RF 모듈-칩(Module-Chip)을 이용한 홈 네트워크 모듈설계)

  • Kim, Myeung-Hwan;Cha, Jin-Man;Lee, Sang-Wook;Sung, Kil-Young;Park, Yeoun-Sik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.2
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    • pp.431-436
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    • 2009
  • Home network is a rapidly growing area as new technologies are emerging, and new applications are being developed. The progress of home network technologies is growing the home network management technology for control and management of the digital appliances. Embodiment of these home network show marked ich have use for complicated and diversifiable processing. Design of home network system does very important stage through home network comes essential pars. In this paper, We designed and constitute Home network system which designs module using embedded system, STR710F Chip and CC2420 RF Module-Chip with the intention for using RS232C and USB.

Small-Scale Warehouse Management System by Log-Based Context Awareness (로그기반 상황인식에 의한 소규모 창고관리시스템)

  • Kim, Young-Ho;Choi, Byoung-Yong;Jun, Byung-Hwan
    • The KIPS Transactions:PartB
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    • v.13B no.5 s.108
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    • pp.507-514
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    • 2006
  • Various application systems are developed using RFID as a part of ubiquitous computing, and it is expected that RFID chip will become wide-spread for the distribution industry especially. Efficient and efact intelligent-type of warehouse management system is essential for small-to-medium-sized enterprises in the situation having a trouble in the viewpoint of expense and manpower. In this paper, we implement small-scale warehouse management system using log-based context awareness technology. This system is implemented to be controlled on web, configuring clients to control RFID readers and building up DBMS system in a server. Especially, it grasps user's intention of storing or delivering based on toE data for the history of user's access to the system and it reports user's irregular pattern of warehouse use and serves predictive information of the control of goods in stock. As a result, the proposed system can contribute to enhance efficiency and correctness of small-scale warehouse management.

Buying vs. Using: User Segmentation & UI Optimization through Mobile Phone Log Analysis (구매 vs. 사용 휴대폰 Log 분석을 통한 사용자 재분류 및 UI 최적화)

  • Jeon, Myoung-Hoon;Na, Dae-Yol;Ahn, Jung-Hee
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.460-464
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    • 2008
  • To improve and optimize user interfaces of the system, the accurate understanding of users' behavior is an essential prerequisite. Direct questions depend on user' s ambiguous memory and usability tests depend on the researchers' intention instead of users'. Furthermore, they do not provide with natural context of use. In this paper we described the work which examined users' behavior through log analysis in their own environment. 50 users were recruited by consumer segmentation and they were downloaded logging-software in their mobile phone. After two weeks, logged data were gathered and analyzed. The complementary methods such as a user diary and an interview were conducted. The result of the analysis showed the frequency of menu and key access, used time, data storage and several usage patterns. Also, it was found that users could be segmented into new groups by their usage patterns. The improvement of the mobile phone user interface was proposed based on the result of this study.

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A Study on the general population's attitude and related factor on the continuity of medical care (의료 지속성에 대한 일반인들의 태도 및 관련요인 - 사무직 직원들을 대상으로 -)

  • Jo, Heui-Sug;Jeong, Heon-Jae;Lee, Sun-Hee
    • Korea Journal of Hospital Management
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    • v.9 no.3
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    • pp.1-17
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    • 2004
  • This study is aimed to assess the general population's attitude toward the continuity of medical care and its related factors. Self administered questionnaire was performed on the 1,120 office workers in the C city, Gang-won province. The questionnaire included the attitude of the continuity of medical institute, the intention of medical service use on a given case, and the variables of the related factors. 58.8% of the total respondents agreed to sustaining treatment without changing medical institutes; on the other hand, 41.2% showed negative attitude. In case that a patient would gain a recommendation of a surgery, hospitalization, or a specific examination, the total respondents' 84.9%, 61.8%, and 50.8% of each recommended situation said that they would visit another doctor and gain a diagnosis. As a result of multiple logistic analysis of determinant factor on continuity, reliability of doctors was statistically significant factor. In order to reduce wastefully used medical resources and offer well-qualified medical service, a system of second opinion among peer group or beforehand agreement could be possibly adopted. In addition, improving the image and reliability of a doctor could be an important factor to make better the behavior of medical service shopping; therefore, an effort to improve the relationship between a doctor and a patient, and restore the reliability of doctors should be paralleled.

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Construction Based Model for Assessing Maturity Level of Enterprises

  • Marzouk, Mohamed;Attia, Tarek;El-Bendary, Nasr Eldin
    • Journal of Construction Engineering and Project Management
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    • v.2 no.1
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    • pp.14-19
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    • 2012
  • Maturity models allow organizations to assess and compare their own practices against best practices or those employed by competitors, with the intention to map out a structured path to improvement. This research explores the aspects of the Maturity Models that are relevant to distinguish them from one to another. The different Project Management maturity models for define maturity differently and measure different things to determine maturity. Because of this, organizations should give careful consideration to select appropriate maturity model. The main reason behind this research lies on the modification to the existing Organizational Project Management Maturity Model (OPM3) by adding four knowledge areas, dedicated to construction industry as best practices. These are Safety, Environment, Financial and Claim Management. This Model contains (Yes/No) questions; all of these questions must be answered before the user reviews the results that describe the overall maturity and areas of strength and weakness of an organization. The research presents the implementation of the proposed Model Construction Enterprises Maturity Model (CEM2). All the components of the developed Model have been implemented in Microsoft Access. CEM2 helps Construction Enterprises to assess their Maturity Level and know Areas of Weaknesses for future improvement. The easy to use Yes/No user interfaces help enterprises' employees to assess the maturity level of their enterprises. The Model maintains users' responses in its database; as such, many employees from different enterprise divisions can be involved during assessment phase in several sessions.