• Title/Summary/Keyword: User's Interest

Search Result 535, Processing Time 0.026 seconds

A Study on the Prototype System for the 3D Digital Archive of Cultural Heritage (문화유산의 3차원 디지털 아카이브 열람 시스템에 관한 연구)

  • Oh Soo-Yeon;Yeo Wook-Hyun
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2005.05a
    • /
    • pp.203-207
    • /
    • 2005
  • We will describe the function of interactive 3D digital archive prototype system that uses VR technology. This system allows the user or viewer to automatically control the viewpoint by selecting content based on the user's particular area of interest. However, it is not enough simply to look at the content. The user also needs to understand it. Therefore, we need systems that support the user's understanding of the content. An effective method to aid in understanding is comparison. In this paper, we are constructing a prototype system using the 3D digital archive of the ruins of a church on Gemiler Island in the Turkish Republic.

  • PDF

The Effect on Use Satisfaction and Revisit Intention of Spatial Storytelling Components in Historical Theme Park - Focused on Samgukyusa Theme Park in Gunwi-Gun - (역사테마파크 공간스토리텔링 구성인자가 이용만족도 및 재방문의사에 미치는 영향 - 군위 삼국유사테마파크를 중심으로 -)

  • Kim, Oh-yeon;An, Seung-Hong
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.52 no.2
    • /
    • pp.64-78
    • /
    • 2024
  • Storytelling is a communication technique to express and convey the story using various media, where the audience accepts the story, reinterprets the topic and interacts with the storyteller. It was assumed that the user's significance and awareness about the storytelling technique applied to historical theme parks would have an impact on the satisfaction of using the theme park and intention to revisit. In this study, it was purposed to derive the structural factors of spatial storytelling in historical theme parks, and to understand the impact of user's awareness and constituent factors on user responses. Based on previous researches, the structural factors of spatial storytelling in historical theme parks were derived related to theme, experientiality, unusualness, educationalness, unity, expressiveness, interactivity, and interest, and for which the users' awareness was surveyed. The survey was conducted targeting the users of Samguk Yusa Theme Park located in Gunwi-gun, Gyeongsangbuk-do, where the collected data was analyzed using EXCEL2020 and SPSS 21.0 statistical programs, and the results are as follows: First, the spatial storytelling technique applied as a conveying method of the theme of Samguk Yusa Theme Park affects users' satisfaction and intention to revisit, and most respondents responded that the storytelling was significant. Second, it showed that the significance of unusualness and educationalness among the awareness of significance of the spatial storytelling constituent factors of Samguk Yusa Theme Park has a significant impact on user's satisfaction, and the significance of unusualness, interactivity, educationalness, and interest has a significant impact on intention to revisit. Third, it showed that the awareness of interest, theme, and unity has a significant impact on user's satisfaction depending on the user's awareness of spatial storytelling constituent factors of Samguk Yusa Theme Park, and the awareness of interactivity and experientiality has a significant impact on intention to revisit. This study is meaningful in quantitative analysis and interpretation of the influence of storytelling on user's response to historical theme parks by the exploratory analysis of characteristic factors and spatial storytelling constituent factors on historical theme parks and deriving the structural factors of spatial storytelling in historical theme parks.

Interest area of game player through extraction of foreground Image (포그라인드 이미지 추출을 통한 게임 플레이어 관심 영역)

  • Lee, MyounJae
    • Journal of the Korea Convergence Society
    • /
    • v.8 no.11
    • /
    • pp.271-277
    • /
    • 2017
  • In the image processing, foreground image extraction is mainly applied to recognize a moving object or an object. In the game, the objects included in the foreground image can be mainly characters, non player characters, items, and the like. These objects can be the player's primary concern with objects that are the target of players' movement, attack, defense, and collection. In this background, this research is a study to extract players' interest areas. To this end, first, the foreground image is extracted. Second, the extracted foreground image is accumulated for a certain period of time, and the image is displayed as a result image. The accumulated foreground image according to the play time helps to know the location and frequency of screen appearance of game objects. This study can help players design their interest areas and design an efficient UX/UI.

A Survey of System Architectures, Privacy Preservation, and Main Research Challenges on Location-Based Services

  • Tefera, Mulugeta K.;Yang, Xiaolong;Sun, Qifu Tyler
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.13 no.6
    • /
    • pp.3199-3218
    • /
    • 2019
  • Location-based services (LBSs) have become popular in recent years due to the ever-increasing usage of smart mobile devices and mobile applications through networks. Although LBS application provides great benefits to mobile users, it also raises a sever privacy concern of users due to the untrusted service providers. In the lack of privacy enhancing mechanisms, most applications of the LBS may discourage the user's acceptance of location services in general, and endanger the user's privacy in particular. Therefore, it is a great interest to discuss on the recent privacy-preserving mechanisms in LBSs. Many existing location-privacy protection-mechanisms (LPPMs) make great efforts to increase the attacker's uncertainty on the user's actual whereabouts by generating a multiple of fake-locations together with user's actual positions. In this survey, we present a study and analysis of existing LPPMs and the state-of-art privacy measures in service quality aware LBS applications. We first study the general architecture of privacy qualification system for LBSs by surveying the existing framework and outlining its main feature components. We then give an overview of the basic privacy requirements to be considered in the design and evaluation of LPPMs. Furthermore, we discuss the classification and countermeasure solutions of existing LPPMs for mitigating the current LBS privacy protection challenges. These classifications include anonymization, obfuscation, and an encryption-based technique, as well as the combination of them is called a hybrid mechanism. Finally, we discuss several open issues and research challenges based on the latest progresses for on-going LBS and location privacy research.

A Study on the Key Factors in User Acceptance of the Smart Clothing (스마트웨어의 수용 요인에 대한 연구)

  • Hong, Ji-Young;Chae, Haeng-Suk;Han, Kwang-Hee
    • Science of Emotion and Sensibility
    • /
    • v.9 no.spc3
    • /
    • pp.235-241
    • /
    • 2006
  • This paper predict user acceptance of smart clothing. The present research develops and validates new products for smart clothing. Studies suggest that further analysis of the process be undertaken to better establish properties for smart clothing, underlying structures and stability over innovative technologies. The findings reported in this paper should be useful methods which identify user needs. such findings in now provide a way to explain technology acceptance. Both of qualitative and quantitative methods, were applied to this study in order to find out user needs for smart clothing. We are writing scenarios and conducting both focused group interviews and a survey to assess the user's interest. The purpose of the survey is to evaluate the importance of the functions and to evaluate the degree of the participant's feeling and attitude. Furthermore, we explore the nature and specific influences of factors that may affect the user perception and usage.

  • PDF

User Experience Evaluation of Augmented Reality based Guidance Systems for Solving Rubik's Cube using HMD (HMD를 이용한 증강현실 큐브 맞추기 안내 시스템의 사용자 경험 평가)

  • Park, Jaebum;Park, Changhoon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.7 no.7
    • /
    • pp.935-944
    • /
    • 2017
  • As augmented reality technology has developed, various augmented reality contents can be seen in real life, and the performance of mobile device is improved, so augmented reality technology can be used even without special device. As a result, a training system, guidance system and a museum art guide system based on augmented reality technology are emerging, and interest in augmented reality is also increasing. However, the existing guidance systems using a single mobile device have limitations in terms of the user experience (UX) because the camera of the device limits the field of view or the two hands are not free and the user input is difficult. In this paper, we compare augmented reality based guidance systems for Rubik's Cube using tablet and HMD to improve the constraint of user experience of such a single mobile device, and find elements that positively improve user experience. After that, we evaluate whether the user experience is actually improved through the user experience comparison test and the questionnaire.

MPEG-21 DIA considering user's Region of Interest (사용자의 관심 영역을 고려한 MPEG-21 디지털 아이템 적응변환)

  • 손유미;임정연;김문철;김종남;김경수
    • Proceedings of the IEEK Conference
    • /
    • 2003.07d
    • /
    • pp.1459-1462
    • /
    • 2003
  • 멀티미디어 콘텐츠의 트랜스코딩은 디스플레이 사이즈, 컴퓨팅 자원, 네트워크 대역폭이나 QoS 같은 네트워크자원 등 사용자 터미널의 수용 능력의 관점에서 수행되어 왔다. 오디오비주얼 콘텐츠의 리사이징이나 프레임 드로핑과 같은 제약을 주어 비트 율을 줄여줌으로써 사용자의 터미널 환경에 맞도록 변환시키는 것이 일반적인 트랜스코딩 방법이었다. 이러한 사용자의 환경에 따른 전통적인 방법 외에, 사용자 선호도에 기반 하여 멀티미디어 콘텐츠에서 사용자의 관심 영역(Region Of Interest)을 중심으로 트랜스코딩 하는 의미적인 코딩(segment transcoding)방법을 제안하였다. MPEG-21 DIA 프레임워크 하에서 사용자의 관심 영역을 표현한 의미 정보가 XDI(context Digital Item)형식으로 콘텐츠 제공자에게 전달되고 리소스 적응엔진을 통해 적응 변환된 콘텐츠는 다시 사용자에게 전달된다. 본 논문에서는 사용자의 관심영역 기반 오디오 비주얼 콘텐츠의 의미론적 트랜스코딩 기술을 제안하고 적응 변환의 실험 결과를 설명한다.

  • PDF

Predicting Interesting Web Pages by SVM and Logit-regression (SVM과 로짓회귀분석을 이용한 흥미있는 웹페이지 예측)

  • Jeon, Dohong;Kim, Hyoungrae
    • Journal of the Korea Society of Computer and Information
    • /
    • v.20 no.3
    • /
    • pp.47-56
    • /
    • 2015
  • Automated detection of interesting web pages could be used in many different application domains. Determining a user's interesting web pages can be performed implicitly by observing the user's behavior. The task of distinguishing interesting web pages belongs to a classification problem, and we choose white box learning methods (fixed effect logit regression and support vector machine) to test empirically. The result indicated that (1) fixed effect logit regression, fixed effect SVMs with both polynomial and radial basis kernels showed higher performance than the linear kernel model, (2) a personalization is a critical issue for improving the performance of a model, (3) when asking a user explicit grading of web pages, the scale could be as simple as yes/no answer, (4) every second the duration in a web page increases, the ratio of the probability to be interesting increased 1.004 times, but the number of scrollbar clicks (p=0.56) and the number of mouse clicks (p=0.36) did not have statistically significant relations with the interest.

A Study on Information Service System Satisfaction Survey (정보서비스시스템 만족도 조사에 관한 연구)

  • Moon, Byung-Ju;Kim, Chang-Su;Song, Jong-Chul;Son, So-Hyun;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.13 no.5
    • /
    • pp.835-844
    • /
    • 2009
  • Lately, influence of information rises and interest about estimation satisfaction of information service is rising. However, It requires complicated and various method that measure and evaluate correct value of information service by various attributes of information. Also function and efficiency of information offer service are important. Therefore, interest for satisfaction survey to heighten contents satisfaction of information offer service, service satisfaction, satisfaction of user of system satisfaction is increased. Therefor in This paper, measures lTFlND's User Satisfaction Index and establish information offer service strategy that improve. And wish to draw improvement way and present improvement method and way after direction through results of measurements of user satisfaction index in information offer service field.

A study on the User Experience in SNS shopping service -Focused on Instagram- (SNS 쇼핑 서비스의 사용자 경험 연구 -인스타그램을 중심으로-)

  • Kim, Go-Eun;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.17 no.8
    • /
    • pp.407-413
    • /
    • 2019
  • The purpose of this study is to measure the shopping experience of a more specific SNS shopping service, limited to shopping through the Instagram of the Millennial Generation. Based on the AISAS purchasing phase, a qualitative study was conducted on the user experience of SNS shopping services in parallel with the survey and in-depth interviews. As a result of the study, the aesthetic experience appeared mainly in the Attention stage and the Interest stage, the emotional experience in the Action stage and the Share stage, and the cognitive experience in the Search stage. While there have been many empirical studies on the impact of SNS on consumer behavior to date, this study is meaningful in that it has led to a contextual study of the user experience on SNS shopping services. The research is expected to help establish a brand and service strategy differentiated from existing mobile shopping services when providing SNS shopping services in the future.