• 제목/요약/키워드: User's Interest

검색결과 535건 처리시간 0.028초

A Study on the Effect of Beauty Service of the Elderly on Successful Ageing: Focused on Mediated Effect of Self-esteem

  • Jung, Myung-Hee;Moon, Ji-Sun
    • The Journal of Asian Finance, Economics and Business
    • /
    • 제5권4호
    • /
    • pp.213-223
    • /
    • 2018
  • The interest in decrepitude expanded by graying is gradually growing in modern society. Moreover, he concern over decrepitude along with healthy mind and body is increasing. Therefore, there are many concerns and efforts toward physical and mental health. In addition, the interest in and effort for appearance health and value is rising as well as physical and mind health. The middle age is the most stable age based on the economic and social status that had been achieved through the life, but it is the most stressful age due to physical health problem and appearance ageing. There are many advanced studies for self-esteem and life satisfaction in old age by using hair, skin-care, cosmetic, nail-art among beauty related fields but studies on self-esteem and perception of successful ageing through user satisfaction of beauty service is lacking. This study is aiming to verify empirically the positive effect of self-esteem improvement through user satisfaction of beauty service on perception of successful ageing for middle-aged over 50 years old. The study has assumed that the higher middle-aged's satisfaction of beauty service is, the more self-esteem improves and there has a mediated effect to contribute successful ageing.

도서관 정보 수요자를 위한 소셜 네트워크 서비스 도입에 관한 연구 (A Study on Social Network of Library Information User)

  • 조재인
    • 한국도서관정보학회지
    • /
    • 제39권2호
    • /
    • pp.169-186
    • /
    • 2008
  • 소셜 네트워크는 온라인상의 인맥 기반 친목 서비스로 잘 알려져 있지만, 광의의 소셜 네트워크는 타인과 협력하고 정보를 공유하는 작업을 통해 생성된 관계 또는 이를 기반으로 생성된 데이터를 통해 웹을 정보생태계로 진화시키는 메커니즘으로 해석할 수 있다. 소셜 네트워크는 친목 기반의 연결의 장에서 관심사 기반의 사회적 관계망으로 확대되고 있으며, 비즈니스 교육 등 다양한 영역에서 적용되고 있다. 도서관 서비스 영역에서도 수요자의 정보교류 네트워크 형성에 소셜 네트워크의 개념과 철학을 적용하기 위해 관심을 보이기 시작하고 있다. 본 연구에서는 소셜 네트워크의 개념과 의의를 살펴보고 도서관 영역에서 어떻게 해석되어 응용이 시작되고 있는지 살펴본다. 또한 도서관 정보 수요자의 소셜 네트워크 활성화를 위한 지원 방안을 제안해 본다.

  • PDF

A Study on Quality Broker to Users Web Service Selection Based on Non-Functional Attributes

  • Sim, Sung-Ho;Song, Young-Jae
    • International Journal of Contents
    • /
    • 제5권3호
    • /
    • pp.8-13
    • /
    • 2009
  • The recent Web service field emerges as the fastest growing IT paradigm as a result of the increasing interest in SOA (Services-Oriented Architecture) and the expansion of B2B market. With an increasing number of Web service that provide similar features, it becomes more important to provide the most appropriate service for the user's request. A service user in general requires the quality information of Web service when selecting a service among a number of similar Web services. Yet, finding a service through UDDI (Universal Description, Discovery and Integration) does not consider the non-functional aspects of users because it is only based on the functional aspects. That is, the quality, non-functional aspect will be an important factor for the mutual success of the user and provider. Using 3 factors in the Qos factors of the existing studies: the execution cost, reliability, and the quality level, the QoS of Web service is saved and the factors for the QoS are recorded in order to consider non-functional factors when selecting a Web service in this study. The Quality Broker determines the rank and shows the desired result of the service for users. The Quality Broker suggested in this thesis can be used to select a Web Service that considers the user-oriented and non-functional factors.

이동물체 추적 가능한 이동형 로봇구동 시스템 설계 및 센서 구현 (Robot Driving System and Sensors Implementation for a Mobile Robot Capable of Tracking a Moving Target)

  • 명호준;김동환
    • 한국생산제조학회지
    • /
    • 제22권3_1spc호
    • /
    • pp.607-614
    • /
    • 2013
  • This paper proposes a robot driving system and sensor implementation for use with an education robot. This robot has multiple functions and was designed so that children could use it with interest and ease. The robot recognizes the location of a user and follows that user at a specific distance when the robot and user communicate with each other. In this work, the robot was designed and manufactured to evaluate its performance. In addition, an embedded board was installed with the purpose of communicating with a smart phone, and a camera mounted on the robot allowed it to monitor the environment. To allow the robot to follow a moving user, a set of sensors combined with an RF module and ultrasonic sensors were adopted to measure the distance between the user and the robot. With the help of this ultrasonic sensors arrangement, the location of the user couldbe identified in all directions, which allowed the robot to follow the moving user at the desired distance. Experiments were carried out to see how well the user's location could be recognized and to investigate how accurately the robot trackedthe user, which eventually yielded a satisfactory performance.

유아도서관의 공간구성과 가구배치 유형 계획을 위한 연구 (A Study on the Space Composition and Furniture Arrangement of Preschooler's Library)

  • 박지민;윤정숙
    • 한국주거학회논문집
    • /
    • 제14권3호
    • /
    • pp.127-136
    • /
    • 2003
  • The purpose of this study is to establish concept about a plan direction of preschooler's library, and provide a design type of preschooler's library. As a result, the following findings were obtained: 1) For the preschooler's reading area, it should be segregated between schooler and preschooler. Because there is a difference between a library use action and a development characteristic, it needs to be segregated to avoid conflict using library for both of those groups. 2) The space composition of preschooler's library stands up, and of a tube considers a traffic line of a user according to the function and systematizes a child, and to cause an interest of preschoolers. 3) Furnitures and equipment of preschooler's library must arrange in consideration of human body size of a user in a tube.

UX(User eXperience) 특성을 갖춘 디자인 발전 방향성에 대한 연구 (A Study on Developmental Directivity of the Design with UX(User eXperience) Characteristics)

  • 이동민;전후현
    • 대한인간공학회지
    • /
    • 제29권4호
    • /
    • pp.595-604
    • /
    • 2010
  • Reaching up the present from the past, the design was reflected in our life, thereby having brought about great development in the aesthetic harmony or functional part. In the present era, it is advancing in order to seek for the better direction without being satisfied with formativeness. What comes to represent it is UX design, namely, user-experience design. If a user has confusion in using product or environmental facilities, or if a user needs to utilize by analyzing function, this cannot help being inconvenient. Only what a user's behavior is caused by which the cognitive and sensitive attributes interact without inconvenience can be said to be design for a user. Given explaining easily, UX implies to design and develop the designed product or space from the position of a client who uses. Also, it also implies to offer service of being satisfied. For one example, a work can be said that distributes logo to the upper part of web site. That is because of allowing client to be much confused if logo is distributed to the different position. The designed web site in consideration of user's position is developed much now. However, it is the real situation of being still much insufficient in the public facilities that have UX characteristics amid the living environment. There is great interest in UX of the public facilities. However, there are many cases of facing mostly for the first time. The understanding level is thought to be much different. This study examines about a concept of UX design, and about UX design, which considered from the user's position, and analyzes a case. Thus, the aim is to suggest good directivity in designing by efficiently approaching UX that can be difficult theoretically.

주민의식에 기초한 도시 대공원의 이용후 평가 -울산 대공원의 공원효율성 및 이용 만족도를 중심으로- (A Study on the Post Occupancy Evaluation of Urban Grand Park with Reference to the Perception of Residents -Focused on Ulsan Grand Park's Efficiency and User's Satisfaction-)

  • 성백진;최종희;이재근;권오복
    • 한국조경학회지
    • /
    • 제32권2호
    • /
    • pp.11-24
    • /
    • 2004
  • The purpose of this study is to present data on the human activities responding to the physical environment of ‘Ulsan’s Grand Parks by evaluating user behavior and activity, visiting motivations, and user satisfaction. This study was conducted using multi-methods such as interviews and questionnaires surveys. The main findings of this study can be summarized in six parts as follows: \circled1 Behavior patterns showed that the users visited the park left within 30 minutes and the frequency of visits was 1 or 2 times per week. They spent their time mostly on ‘walking’ and ‘picnicking’. The users visited regardless of the seasons or the day of the week. \circled2 The priorities for improvements were analyzed as follows: the users expressed their demands for ‘shadowing facilities’ like shelters and pergolas because they used these facilities frequently. Also, the users would like an ‘event program’, ‘sign system’ and ‘guide program’. \circled3 Analysis of the the user’s perception of the park showed that they perceive the park as ‘representative source of the landscape and open space in Ulsan and place for making contact with nature. \circled4 In examining the visiting motivations of the users of Ulsan Grand Park, it was revealed that people use the park for ‘time with family and friends’, ‘to escape from city life’, ‘to relieve fatigue. As a result of factor analysis, 4 factors were identified such as ‘physical motive(MF1)’, ‘exploratory motive(MF2)’, ‘social motive(MF3)’ and ‘emotional motive(MF4). \circled5 Park users’ evaluation for park facilities showed that people are satisfied with most of the facilities and especially, they have high level of satisfaction for ‘footpaths’, ‘squares’ and ‘picnicspace’. The evaluation of the park user’s of activity reveals that they are content with nearly all the variables. Especially, they have high level of satisfaction for the variables of ‘convenience for dynamic activities’, ‘making of a beautiful atmosphere, ‘accessibility from the outside’ and, ‘convenience in group activitie. Factor analysis of the park user’s of activity revealed 5 factors such as ‘convenience and interest factor (AF1)’, ‘park maintenance, management and use program(AF2)’, ‘visual beauty(AF3)’, ‘safety and accessibility(AF4)’ and ‘crowding(AF5)’. \circled6 Regression analysis was employed to get the predictor factors of overall satisfaction with a result of 60.0%($R^2$). The variance was explained as ‘quality of the picnic space’, ‘convenience and interest factor while using the park’, ‘park program for maintain and management in the park’, ‘visually beauty while using the park’, ‘safety and accessibility of the parks’, ‘quality of the pond’, ‘crowding’, ‘quality of the square’.

SNS 광고속성이 광고호감도와 구매의도에 미치는 영향: SNS 이용동기 및 이용강도에 따른 차이 비교 (The Impact of SNS Advertising Attribute on Advertising Likeability and Purchase Intention: A Comparison of Difference According to Use Motive and Use Intensity of SNS)

  • 김화동
    • 한국융합학회논문지
    • /
    • 제11권11호
    • /
    • pp.155-163
    • /
    • 2020
  • 본 연구는 SNS 광고에 있어 SNS 이용동기 및 이용강도에 따라 광고속성 요인들이 광고호감도와 구매의도에 어떠한 영향을 미치고 있는지에 대한 실험연구를 수행하였다. 연구결과, 우선 SNS 이용동기에 따라 차이를 보여 인간관계 관리의 이용동기 이용자에서는 광고내용의 신뢰성이 가장 크게 영향을 미치고 있고 광고의 흥미적 요소인 오락성도 중요 요인으로 영향을 미치고 있다. 관심사 정보공유의 이용동기 이용자에서는 SNS 이용에 대한 광고의 방해성이 가장 크게 부정적인 영향을 미치고 있는 상황에서 광고의 정보제공력을 나타내는 정보성이 긍정적인 중요 요인으로 영향을 미치고 있다. 그리고 이용강도에 따라서도 차이를 보여 높은 이용강도의 이용자에서는 광고내용의 신뢰성과 정보성이 보다 크게 영향을 미치고 있다. 낮은 이용강도의 이용자에서는 광고의 방해성이 가장 크게 부정적인 영향을 미치며 나머지 요인들은 작게 영향을 미치고 있다. 이러한 결과는 SNS의 이용행태 특성에 따른 효과적인 SNS 광고의 중요 요소를 설명할 수 있는 정보를 제공할 수 있다는데 의의가 있다.

시각적 몰입감 향상에 관한 VR 게임의 사용자 평가 연구 (A Study on User Evaluation of VR Games on Improving Visual Immersion)

  • 이랑구;정진헌
    • 디지털융복합연구
    • /
    • 제20권2호
    • /
    • pp.407-413
    • /
    • 2022
  • 본 연구는 초기 연구를 통해 제작하고 개발한 'COVID-19 SABER' VR 게임의 기술적, 내용적 구성 요소가 사용자의 시각적 몰입감 향상에 영향을 미치는지 알아보기 위해 사용자 체험과 설문을 통해 실증 분석을 진행하였다. 그 결과 먼저, 기술적 구성 요소의 해상도, 시야각, 이펙트, 디자인 품질에 관한 가설은 채택되었고, 프레임 레이트, 조명의 밝기에 관한 가설은 기각되었다. 다음으로, 내용적 구성 요소의 가설은 배경, 연출, 색상과 질감, 흥미와 재미에 관한 가설은 채택되었고, 스토리텔링에 관한 가설은 기각되었다. 정리하면, VR 게임의 시각적 몰입감 향상을 위해서는 기술적 구성 요소의 해상도, 시야각, 이펙트, 디자인 품질과, 내용적 구성 요소의 배경, 연출, 색상과 질감, 흥미와 재미를 중심으로 설계하고 제작해야 한다는 결과를 도출하였다. 본 연구 결과는 향후 사용자의 시각적 몰입을 유도하고 향상할 수 있는 VR 게임의 제작 및 개발 분야에 기초 자료가 될 것으로 기대한다.

영상과 Parallax Scrolling 기법을 활용한 웹콘텐츠의 사용자 경험 요소 비교 연구 (Comparison of User Experience from Parallax Scrolling and Video Use on the Web Contents)

  • 김희원;고혜영
    • 한국멀티미디어학회논문지
    • /
    • 제19권2호
    • /
    • pp.520-529
    • /
    • 2016
  • Recent use of digital video contents increases visual fatigue of users. As a result, it has been difficult that the existing video methods make users focus on the content with interest and deliver stories intended by contents producers. Parallax scrolling is getting the spotlight as a new way which are keeping the fluent visual advantages of video and help users maintaining their attention with simple maneuver. In this study, based on a survey, it would compare the user experience in an existing video in Web contents and parallax scrolling Web contents. As a result, it showed that using the parallax scrolling Web sites improve user sensibilities such as aesthetic, novelty and pleasure of user experiences. A remarkable thing is that users replied parallax scrolling is not much comfortable to use. According to the result, researchers suggest that using parallax scrolling in Web site needs thoughtful decision in making and managing of Web contents.