• Title/Summary/Keyword: User's Interest

Search Result 535, Processing Time 0.027 seconds

Usenet News Filtering using Kohonen Network (코호넨 신경망을 사용한 유즈넷 뉴스 필터링T)

  • 진승훈;김종완;김병만
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2002.10d
    • /
    • pp.274-276
    • /
    • 2002
  • With the proliferation of internet, it is increasingly needed to realize personalized news filtering service reflecting user's interest. In this Paper, we implement a filtering agent for Personalized news service. In the proposed system, Kohonen network for an unsupervised learning is used to train keywords provided by users and the personalization is achieved by using the trained neural network. After we trained and tested our filtering agent we could provide users news groups considering their interests.

  • PDF

Evaluation for User Experience about Social Dating Mobile Application Service in Korea -Focusing on I-um and Noondate- (국내 모바일 애플리케이션 소셜 데이팅 서비스에 대한 사용자 경험 연구 -이음과 정오의 데이트를 중심으로-)

  • An, Hyo-Jin;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.15 no.3
    • /
    • pp.335-341
    • /
    • 2017
  • The study evaluates user experiences of I-um and Noondate, typical Social Dating Mobile Application Service in Korea, to suggest guidelines that are more user-centered and useful. I did some literature research followed with evaluation of theoretical backgrounds, present conditions. Also, I recasted to the six principles of "Honey comb model" by Peter Morville to conduct an in-depth interview. The result indicate that I-um needs to improve accuracy of matching system by checking user's interest and detailed profile. Noondate needs to develop the cards sorting systems so that user can supervise themselves. I expect this study will become a good resource for upgrading user experiences of Social Dating Service. I also believe that this study can guide other studies about user experience in other fields.

Large Scale Entertainment System based on Gesture Recognition for Learning Chinese Character Contents (제스처 인식 대형 놀이 시스템 기반 한자 학습 콘텐츠)

  • Song, Dae-Hyeon;Park, Jae-Wan;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.9
    • /
    • pp.1-8
    • /
    • 2010
  • In this paper, we propose a large scale entertainment system based on gesture recognition for learning Chinese character contents. The system is consisted of parts that forecast user's posture in two infrared images and part that recognize gestures from continuous poses. And we can divide and acquire in front side pose and side pose about one pose in each IR camera. This entertainment system is immersive in nature and convenient for its gestures based controlling system. Also, it can maximize information transmission because induce immersion and interest using two large size displays and various multimedia elements. The learning Chinese character contents can master Chinese character naturally because give interest to user and supply game and education at the same time. Therefore, it can expect synergy effect that can learn playing to user combining with large entertainment system based on gesture recognition.

Actual Feeling Service Model for Video-Media Contents (영상미디어콘텐츠에 대한 실감 서비스 모델)

  • Lee, Ji-Hye;Yoon, Yong-Ik
    • Journal of Digital Contents Society
    • /
    • v.10 no.3
    • /
    • pp.453-459
    • /
    • 2009
  • In recently, as the interest of media contents increase among internet users, a variety of media contents are circulated in the web. Especially, video-media content in media contents attracts internet user's interest. In conjunction with web 2.0, internet users open and share their making contents by themselves. Their attitude about accepting media contents is not passive but aggressive. Additionally, they create new form of distribution of the flow. Video media content for distribution on the Web is created by experts to a professional content, but Web 2.0 era, the UCC (User Create Contents) in the form of self-produced content is the most. The generated media by the general internet users, but self-produced content, provides video information only and has limitations. To satisfy internet users as consumers in the web 2.0 eras, it has needed to provide actual feeling contents that add various effects not just simple media. Therefore, this paper represents the existing media content with simple information based on the concept of ontology and the meaning to the subject for the media content. We will provide an actual feeling how to offer the configuration of a service model (AF-VS : Actual Feeling Video Service).

  • PDF

A study on the Elements of Interest for VR Game Users Using Text Mining and Text Network Analysis - Focused on STEAM User Review Data - (텍스트마이닝과 네트워크 분석을 적용한 VR 게임 사용자의 관심 요소 연구 - STEAM 사용자 리뷰 데이터를 중심으로 -)

  • Wui, Min-Young;Na, Ji Young;Park, Young Il
    • Journal of Korea Game Society
    • /
    • v.18 no.6
    • /
    • pp.69-82
    • /
    • 2018
  • The need of high quality VR contents has been steadily raised in recent years. Therefore, this study investigated the user's interest factors of VR game which is receiving the most attention among VR contents. We used STEAM review data and applied Text mining and Network analysis to perform this research. As a result, it was possible to confirm 4 word clusters related VR game users. Each cluster is named by 'presence', 'first person view game', 'auditory factor' and 'interaction'. This study has its meaning. First, user related research would be very helpful to develop high quality VR game. Second, it confirms that review data of VR game users can be structured, analyzed and used.

Analysis of User Experience for the Class Using Metaverse - Focus on 'Spatial' - (메타버스의 수업활용에 관한 사용자 경험 분석 - 스페이셜(Spatial)을 중심으로 -)

  • Lee, Yejin;Jung, Kwang-Tae
    • Journal of Practical Engineering Education
    • /
    • v.14 no.2
    • /
    • pp.367-376
    • /
    • 2022
  • In this study, the user experience was analyzed from the learner's point of view, focusing on the metaverse platform 'Spatial'. SUS(System Usability Scale) was used to evaluate the usability of the metaverse platform 'Spatial' in a college class, and the Magnitude estimation technique was used to evaluate the immersion and satisfaction with the class. In addition, a questionnaire survey was used to collect user experience opinions on the use of 'Spatial' as a teaching tool. Looking at the usability evaluation results of the 'Spatial' system, the students evaluated the usability, immersion, and satisfaction quite positively. Looking at the user experience of metaverse platform 'Spatial', it was found that students highly valued Metaverse as an educational tool that can provide a place for many people to gather and communicate even in a non-face-to-face space. Compared to other online platforms, metaverse has advantages in ease of use, interaction, immersion, and interest. In particular, in addition to keyboard, touch, and display, interaction using the five senses such as voice, motion, and gaze was recognized as a great advantage. On the other hand, it was found that high openness, freedom, and interest factors can both promote learning and inhibit learning. Nevertheless, it is judged that the metaverse platform 'Spatial' can be effectively applied in college classes because it enables various interactions between instructor and learner or between learner and learner.

A Study on the Effect of Social Contribution of reCAPTCHA Technology on the Continuance Intention to Use (reCAPTCHA 기술의 사회공헌성이 지속사용의도에 미치는 영향에 관한 연구)

  • Yoon, Seong Jeong;Kim, Min Yong
    • Journal of Information Technology Services
    • /
    • v.15 no.2
    • /
    • pp.107-123
    • /
    • 2016
  • The purpose of this study is to find the continuance intention to use for reCAPTCHA technology which has information security and social contributions (decrypting archives) according to the user's pro-social level. In this research, reCAPTCHA technique generally gives users to information security and decrypting archives. However, as a result of preliminary survey, most users were not even aware of information security and social contributions (decrypting archives) functions. Therefore, in this research, we will measure with two kinds of focus. The first is the assumption that there will be also a difference in the continuance use depending pro-social level of the user of information technology, second we explain only the function of information security to the first group as well as decrypting archives to the second group. Generally, pro-social means that degree of understanding and supporting to the other people's interest, actions, needs, help, and care. In this research, we assume that if users have a low level of others care, they might evaluate that reCAPTCHA technology's social contributions is low. While they have a high level of others care, they recognize reCAPTCHA technology's social contribution is high and then they tend to use this technology continuously. Through this research, we finally find the most efficient way to increase the degree of continuance use of information technology.

A Mobile-aware Adaptive Rate Control Scheme for Improving the User Perceived QoS of Multimedia Streaming Services in Wireless Broadband Networks

  • Koo, Ja-Hon;Chung, Kwang-Sue
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.4 no.6
    • /
    • pp.1152-1168
    • /
    • 2010
  • Recently, due to the prevalence of various mobile devices and wireless broadband networks, there has been a significant increase in interest and demand for multimedia streaming services such as the mobile IPTV. In such a wireless broadband network, transmitting a continuous stream of multimedia data is difficult to achieve due to mobile stations (MSs) movement. Providing Quality of Service (QoS) for multimedia video streaming applications requires the server and/or client to be network-aware and adaptive. Therefore, in order to deploy a mobile IPTV service in wireless broadband networks, offering users efficient wireless resource utilization and seamlessly offering user perceived QoS are important issues. In this paper, we propose a new adaptive streaming scheme, called MARC (Mobile-aware Adaptive Rate Control), which adjusts the quality of bit-stream and transmission rate of video streaming based on the wireless channel status and network status. The proposed scheme can control the rate of multimedia streaming to be suitable for the wireless channel status by using awareness information of the wireless channel quality and the mobile station location. The proposed scheme can provide a seamless multimedia playback service in wireless broadband networks in addition to improving the QoS of multimedia streaming services. The proposed MARC scheme alleviates the discontinuity of multimedia playback and allocates a suitable client buffer to the wireless broadband network. The simulation results demonstrate the effectiveness of our proposed scheme.

The study on satisfaction and intent to reuse by type of advertisement as a result of Internet fashion information search (인터넷 패션 정보탐색에 따른 광고유형별 만족도와 재이용의도에 관한 연구)

  • Je, Eun-Suk
    • Journal of Fashion Business
    • /
    • v.16 no.2
    • /
    • pp.62-73
    • /
    • 2012
  • This study is intended to analyze the effect of fashion consumer's information search on satisfaction with advertisement and the intent to reuse depending on type of advertisement. The survey of the men and women in their 20s and 30s living in Seoul and metropolitan area was conducted for data collection, beginning in 17th through 24th, October 2011. Total 355 copies of questionnaire were used for final data analysis and reliability analysis, factorial analysis and multiple regression analysis were carried out using SPSS 16.0. The results were as follows. First, for banner, e-mail and search advertisement, constant information search had influence on convenience for use and satisfaction with information, and for e-mail advertisement, information search appeared to have had effect on satisfaction with information. Second, constant information search by type of advertisement had effect on intent to reuse. Third, convenience for use, information and satisfaction with the interest by Internet user had influence on the intent to reuse, while for the user of search advertisement, convenience for use and satisfaction with information had effect on the intent to reuse.

The Effect of Switching Costs on user Resistance in the Adoption of Open Source Software (오픈소스 소프트웨어 도입 시 전환비용이 사용자 저항에 미치는 영향)

  • Kim, Hee-Woong;Noh, Seung-Eui;Lee, Hyun-Lyung;Kwahk, Kee-Young
    • Information Systems Review
    • /
    • v.11 no.3
    • /
    • pp.125-146
    • /
    • 2009
  • The emergence of open source software(OSS) with its most prominent advantages creates a vast interest among practitioners. A study on Linux, the most well-known OSS, estimated that it would cost as 5.4 billion Euros taking over 73,000 person-years if it had been developed by conventional means. However, Linux has achieved only 0.65 percent of the operating system market for individual users while Microsoft windows family counts for nearly 90 percent of the market. Much of the effort being spent in the development of OSS is going to waste and potential value that OSS can bring to users is not being realized. Adoption of OSS is often accompanied by the discontinuance of existing software that is already in place. If users resist changing, they may not adopt OSS. Using the case of Linux, this study examines user resistance to change from the commercial operating software to the free operating system. This study identifies six sub-types of switching costs (uncertainty, emotional, setup, learning, lost benefit, and sunk costs) and tests their effects on user resistance to change based on a survey of 201 users. The results show that user resistance to change has a negative impact on the adoption of OSS. Further, this study shows that uncertainty and emotional costs have significant effects on user resistance to change. Beyond previous research on technology adoption, this research contributes towards an understanding of the switching costs leading to user resistance to change and offers suggestions to OSS practitioners for developing strategies to improve the adoption of OSS.