• Title/Summary/Keyword: User's Behaviour

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Play Behaviour and Environment Using User Research (Focused on Air-bounce Space in Theme Museum) (사용자 조사법을 이용한 어린이 놀이행태 및 놀이환경 분석 (테마박물관의 실내 에어바운스 공간을 대상으로))

  • Song, Mi;Yun, Hee Jeong
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.274-284
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    • 2016
  • The purpose of this study is to analyze the play behaviour and play environment of children at the Air-bounce space in the theme museum, using user observation and interviewing user behaviour, main methods of user research. Study area is Animation theme museum in Chuncheon City, Kangwon Province, Republic of Korea. Main results show that physical, emotional, cognitive, and social behaviour of playing children in the study area are observed, and this study draws the planning and design related implications of play space such as carrying capacity, waiting room and safety guard and so on. The results of this study can be used in the planning and design process of children's play environment as important guidelines.

Dynamic Adaptive Model based on Probabilistic Distribution Functions and User's Profile for Web Media Systems (웹 미디어 시스템을 위한 확률 분포 함수와 사용자 프로파일에 기반 한 동적 적응 모델)

  • Baek, Yeong-Tae;Lee, Se-Hoon
    • The Journal of Korean Association of Computer Education
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    • v.6 no.1
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    • pp.29-39
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    • 2003
  • In this paper we proposed dynamic adaptive model based on discrete probabilistic distribution functions and user's profile for web media systems(web based hypermedia systems). The model represented that the application domain is modelled using a weighted direct graph and the user's behaviour is modelled using a probabilistic approach that dynamically constructs a discrete probability distribution functions. The proposed probabilistic interpretation of the web media structure is used to characterize latent properties of the user's behaviour, which can be captured by tracking user's browsing activity. Using that distribution the system attempts to assign the user to the best profile that fits user's expectations.

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An NLP-based Mixed-method Approach to Explore the Impact of Gratifications and Emotions on the Acceptance of Amazon Go

  • Arghya Ray;Subhadeep Jana;Nripendra P. Rana
    • Asia pacific journal of information systems
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    • v.33 no.3
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    • pp.541-572
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    • 2023
  • Amazon Go is a cashierless convenience store concept, which is seen as a disruption in the grocery retail segment. Although Amazon Go has the ability to disrupt the retail segment, there are speculations on how Amazon Go will be perceived by users. Existing studies have not utilized user-generated content to understand the factors that affect customer behaviour in case of Amazon Go. Additionally, in case of phygital retail, studies have not attempted at understanding the effect of emotions and gratifications on user behaviour. To address the gap of exploring user perspectives based on their experience, we have examined the impact of gratifications and emotions on the acceptance of phygital retail using user-generated-content. A mixed-method approach has been utilized using only user-generated content. Utilizing topic-modelling based content analysis and emotion analysis on 30 articles related to Amazon Go, we found themes like, convenience, technology, experience, personalization, enjoyment and emotions like, bad, good, annoyance, success. In the empirical analysis, we have utilized 522 reviews about Amazon Go from the cognition and emotion theory stance, and found that hedonic gratifications have a positive impact on challenge emotions. We also found a significant impact of emotions on customer's favourite behaviour.

Design of Dynamic-Game Environment based on Behavior Patterns of Game Player (게임 플레이어의 행동 패턴을 이용한 동적인 게임 환경의 설계)

  • Yoon, Tae-Bok;Hong, Byung-Hoon;Lee, Jee-Hyong
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.125-133
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    • 2009
  • Game artificial intelligence is usually used to provide intelligent and adjusted game environment for user. Previously, it was used for Non-player character(NPC) playing a role of a company or an enemy through collecting and analyzing a user's behaviour. However, it was just mimicking the user's behavior. This paper introduces a method to change game environment by analyzing a user's game behavior. Game behavior data has been used to understand user's game preference. Also, the user's preference was used to provide more active game environment by reflecting decision of geographical features, items and distribution of NPC. For experiment of the suggested method, we utilized a real 2D action game and confirmed the game environment which changing properly according to the user's game play.

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A Secure Authentication Method for Smart Phone based on User's Behaviour and Habits

  • Lee, Geum-Boon
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.9
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    • pp.65-71
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    • 2017
  • This paper proposes a smart phone authentication method based on user's behavior and habit that is an authentication method against shoulder surfing attack and brute force attack. As smart phones evolve not only storage of personal data but also a key means of financial services, the importance of personal information security in smart phones is growing. When user authentication of smart phone, pattern authentication method is simple to use and memorize, but it is prone to leak and vulnerable to attack. Using the features of the smart phone pattern method of the user, the pressure applied when touching the touch pad with the finger, the size of the area touching the finger, and the time of completing the pattern are used as feature vectors and applied to user authentication security. First, a smart phone user models and stores three parameter values as prototypes for each section of the pattern. Then, when a new authentication request is made, the feature vector of the input pattern is obtained and compared with the stored model to decide whether to approve the access to the smart phone. The experimental results confirm that the proposed technique shows a robust authentication security using subjective data of smart phone user based on habits and behaviors.

The Comparative Study on the Differences among Choice of Information Source, Risk Perception and Benefits Sought According to the Purchase Type of the Men's Suits (남성복 구매형태에 따른 정보원 선택, 위험지각, 추구혜택의 차이에 관한 비교 연구)

  • 김노호;황선진
    • Journal of the Korean Society of Costume
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    • v.51 no.7
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    • pp.123-134
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    • 2001
  • The purpose of this study to compare the purchasing behaviour of men's business suits, among custom suits, system order, and ready-made suits, centering around the choice of information source, risk perception and benefits sought. The survey of this study was collected from 450 adult male in Seoul. The data was analyzed by factor analysis and ANOVA. The result of this study were as follows : 1. Custom suits, system order, and ready-made suits consumers have a significant difference in the choice of information source. The consumer attaching most importance to the impersonal information source is the system order users, custom suits users, and ready-made suits users respectively. However there was no significant difference in the personal source among 3 different purchasing behaviour of men's suits. 2. For the risk perception, 1) the group who perceived the highest in economic risk is the system order users, followed by custom suits users, and ready-made suits users. 2) the group who perceived performance risk as being the highest concern is the ready-made suits consumers, followed by system order user, and custom suits user. 3) the group who perceived the socio-psychological risk as the highest is the ready-made suits consumers, and followed by custom suits user and system order users. 4) there is no difference among the three groups with respect to the fashionability loss risk. 5) the group of the highest perceiving the useful loss risk is the ready-made suits consumers, and the next is system order users, custom suits users. 6) the group of the highest perceiving the time and convenience loss risk is ready-made suits users, and the next is system order users, custom suits users. 3. For the benefit sought, the group of the highest perceiving the aesthetics is custom suits consumers, and the next is system order users, ready-made suits users.

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Cooperative User Equilibrium Under Advanced Traveler Information Systems (첨단교통정보체계(ATIS)하에서 협력적 사용자 균형)

  • Lim Yong-Taek
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.4 no.1 s.6
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    • pp.81-88
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    • 2005
  • Cooperation among network users would be possible in a near future, as real time communication between them can be available by telematics. This implies that non-cooperative assumption like Wardrop's principle, which has been widely used so far in network modelling may not be appropriate for route choice problem. So a new principle requires for describing such cooperative case. This paper presents a criterion, which represents cooperative route choice behaviour among network users. With some examples, we compare the non-cooperative principle and the cooperative one presented in this paper. Numerical results from the examples show that the new principle would be better than the existing one.

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Operating Characteristic of a User Defined Distance Relay Model in PSS/E during Voltage Instability (전압 불안정시 PSS/E 사용자 정의모델로 구현된 거리계전기 응동 특성)

  • Lee, D.G.;Kang, S.H.;Yang, J.J.;Oh, H.W.;Jang, B.T.
    • Proceedings of the KIEE Conference
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    • 2003.11a
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    • pp.82-84
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    • 2003
  • This paper presented a method to develop a relay model by the user-written model function of PSS/E. As for the voltage instability, although generator current limiters, transformer's tap-changers and dynamic loads have been considered as the dominant components, the protection system is also very important because it may influence the system's dynamic behaviour. Hence a distance relay model implemented with the suggested method was added, and then the operating characteristics of the distance relay under the voltage instability condition were investigated.

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Efficient Fine-grained Log Auditing using Correlation Method based on Secure OS (Secure OS 기반에서 상호연관 기법을 통한 효과적 상세 로그 감사)

  • Koo, Ha-Sung;Park, Tae-Kyou
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.11
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    • pp.2381-2390
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    • 2011
  • This paper presents the effective and detailed secure monitoring method being used based on Secure OS. For this, the detailed secure log of process, object, user's command and database query in task server are collected by 3 kinds of log collecting module. The log collecting modules are developed by ourselves and contained as constituents of security system. Secure OS module collects process and system secure log of objective unit, Backtracker module collects user's command session log, SQLtracker module collects database query in details. When a system auditor monitors and traces the behaviour of specified user or individual user, the mutual connection method between the secure logs can support detailed auditing and monitering effectively.

A Research on Personal Environment Services for a Smart Home Network (스마트 홈 네트워크를 위한 개인환경서비스 연구)

  • Ro, Kwang-Hyun;Kim, Seung-Cheon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.49 no.3
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    • pp.46-55
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    • 2012
  • Recently, the concept of PES(Personal Environment Service) is being widely discussed on various standardization organizations such as ITU-R, ETSI, 3GPP, TTA and etc. The purpose of PES is to introduce the services which can dynamically, automatically and intelligently reconfigures the electronic, electrical, and mechanical equipment surrounding the user according to the user preferences included in a user's profile by using a smartphone embedding WPAN radio technologies such as bluetooth and WiFi. This research introduces an Android Platform-based PES system which consists of a PES app, PES devices and a PES server. A smartphone platform is Android 2.2(Froyo) version and 4 simulated PES devices were implemented by using Galaxy Tab. It has shown that the PES would be a killer application of M2M(Machine-to-Machine) or D2D(Device-to-Device) in the future and it would need to study how to update a user's profile based on analyzing user's behaviour for enhancing the PES user's satisfaction.