• Title/Summary/Keyword: User's behavior change

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A Study on Directions in Research on User Behavior in Space Design - With a focus on Interactions between space and the user- (공간디자인에서의 이용자 행태 연구 방향에 관한 연구 - 공간과 이용자의 상호작용을 중심으로 -)

  • Kim, Hyung-Sook;Park, Boo-Mee
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.05a
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    • pp.202-205
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    • 2006
  • Space design is a process of solving spatial problems to create and construct all kinds of human lives. It also bestows new values to a medium to induce human perception based on the relationships between 'human and space' surrounding people. Research on user behavior has several ultimate goals including understanding both individual behavior and the relations between the user and space from a more scientific and systematic perspective, predicting various phenomena that can happen between space and humans, and reflecting the results in space design. As user behavior that's once limited within given space is going through some changes due to the introduction of digital technologies, research on user behavior in today's space design should be newly illuminated in the aspects of organic relations. Space now works as a receptor communicating with the user and responding to user behavior, and user behavior once under one-sided influences from space becomes more diverse and active. The influences of user behavior, in turn, cause changes to space itself. Thus this study set out to suggest new directions in research on user behavior based on interactions between space and the user in space design.

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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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Do Wearable Devices Change Behavior? A Study of Smart Fitness Trackers

  • Wan, Lili;Zhang, Chao
    • The Journal of Information Systems
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    • v.29 no.1
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    • pp.201-224
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    • 2020
  • Purpose The study focuses on the physical activity behavior change effect of smart wristband, which is the most popular type of fitness tracker nowadays. The purpose of the research is to investigate how people's workout behavior may change after wearing a smart band and examine what kind of role persuasive design plays in behavior change. Design/Methodology/Approach This research employed an experimental study to examine whether the user's workout behaviors changed after using wristband from the "Behavior Wizard" perspective. A representative smart wristband from a major vendor was selected as the objects of experimental study. In the experiment, by comparing users' workout behavior before and after using the wristband, behavior changes of all the experiment participants were classified into one of the 15 behavior change types. Users perceived persuasive design characteristics were measured and group differences were tested among different behavior change groups. Findings This research found that nearly half of the participants changed their workout behavior while half retained their workout status or no exercise status. Half of the participants who did not do exercise in their spare time started walking in the experiment. Results also showed that participants who started working out perceived higher levels of persuasive design devised into the smart band than participants who preserved no exercise status, except for facilitation and reward strategies. Participants who retained workout and those who increased workout frequency perceived no difference in smart band persuasive design.

Goods Recommendation Sysrem using a Customer’s Preference Features Information (고객의 선호 특성 정보를 이용한 상품 추천 시스템)

  • Sung, Kyung-Sang;Park, Yeon-Chool;Ahn, Jae-Myung;Oh, Hae-Seok
    • The KIPS Transactions:PartD
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    • v.11D no.5
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    • pp.1205-1212
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    • 2004
  • As electronic commerce systems have been widely used, the necessity of adaptive e-commerce agent systems has been increased. These kinds of adaptive e-commerce agents can monitor customer's behaviors and cluster thou in similar categories, and include user's preference from each category. In order to implement our adaptive e-commerce agent system, in this paper, we propose an adaptive e-commerce agent systems consider customer's information of interest and goodwill ratio about preference goods. Proposed system build user's profile more accurately to get adaptability for user's behavior of buying and provide useful product information without inefficient searching based on such user's profile. The proposed system composed with three parts , Monitor Agent which grasps user's intension using monitoring, similarity reference Agent which refers to similar group of behavior pattern after teamed behavior pattern of user, Interest Analyzing Agent which personalized behavior DB as a change of user's behavior.

A Modeling of Ubiquitous Environments Reflecting User's Behaviors in the House (주택 내에서의 사용자 행위 분석을 이용한 유비쿼터스 환경 구축 - 거실공간을 중심으로 -)

  • Lee, Dong-Hwa;Park, Sung-Jun;Lee, Hyun-Soo
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2005.11a
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    • pp.63-66
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    • 2005
  • The purpose of this study is to suggest the modeling of ubiquitous environments according to the analysis of user's behaviors focused on the living area within the house. Recently, with appearing 'Ubiquitous environments', the applications of ubiquitous technologies on the our environment adopt a new paradigm. This new paradigm leads to the possibility of creating more intellectual dwelling environment according to user's behaviors. This paper suggests to change our dwelling by considering both engineering technology and the character of dwelling, because the house should provide causes humans with comfortability. Therefore, we need to understand user's behaviors in the dwelling, towards user friendly environment. Also, it very important for us to configure proper sensors and technologies by the priority based on user's behaviors. To sum up, this study is aimed to analyze user's behaviors and then, to suggest the guideline for users offering optimal ubiquitous environments.

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Procedural Behavior Model using Behavior Tree in Virtual Reality Applications

  • Seo, Jinseok;Yang, Ungyeon
    • Journal of Multimedia Information System
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    • v.6 no.4
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    • pp.179-184
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    • 2019
  • This paper introduces a study for procedurally generating the behavior of objects in a virtual environment at runtime. This study was initiated to enable the behavioral model of objects in virtual reality applications to evolve in response to user behavior at runtime. Our approach is to describe the behavior of an object as a behavior tree, and to make a node of the behavior tree change to another type if a certain condition is satisfied. We defined four types of node changes: "parameterized", "probabilistic", "alternate", and "variant". We experimented with a virtual environment that includes a variety of simple procedural elements to explore the possibilities of our approach. As a result of the implementation, if an optimization algorithm that can select and apply the optimized procedural elements in response to the user's behavior is complemented, it is confirmed that more intelligent objects and agents can be implemented in virtual reality applications.

Application of the Affordance as User Experience Behavior Setting for Architectural Design (건축공간의 경험구조로서 지원성 적용 연구)

  • Kim Soo-Jin
    • Korean Institute of Interior Design Journal
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    • v.13 no.6
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    • pp.48-56
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    • 2004
  • The Affordance, discussed in the theory of ecological perception of environmental psychology, is the concept of perception that deals with inter-relationship between environment and human. It is a theory seeking for gradual evolution, with the change of user experience behavior and the space, by getting feed-backs from the analysis of perception of characteristics of 3-dimensional space and the user as moving entity. Although there has been many attempts to define the Affordance and apply its concept to the architecture, now there's a need to identify the Affordance in the real architectural space, represent Affordance of space and the user inter-relationship in the architecture and apply its design specifically, Thus, the purpose of this study is to present the methodology of applying Affordance in architectural space design by identifying the Affordance of space concept of human experience behavior in the architectural space and analyze its recognition process.

A Configuration Methods of Sensor Reflecting User's Behaviors in the Ubiquitous House (유비쿼터스 주택에서의 사용자 행위에 따른 센서 기기 구성방법에 관한 연구 - 시나리오에 따른 사용자 행위 분석을 기반으로 -)

  • Lee, Dong-Hwa;Park, Sung-Jun;Lee, Hyun-Soo
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2005.10a
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    • pp.111-114
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    • 2005
  • The purpose of this study is to suggest configuration methods of sensor according to user's behaviors in the ubiquitous house. Recently, with appearing the concept of 'Ubiquitous', the applications of ubiquitous technologies on the our environment adopt a new paradigm. This new paradigm leads to the possibility of creating more intellectual dwelling environment according to user's behaviors. This paper suggests to change our dwelling by considering both engineering technology and considering the character of dwelling, because the house should provide causes humans with comfortability. Therefore, we need to understand user's behaviors in the dwelling, towards user friendly environment.

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The Study on Change of Lighting Color for Behavior of Residents in Living Room Space of Apartment (아파트거실공간에서의 거주자 행태를 고려한 조명색 변경에 관한 연구)

  • Jeong, Ji-Seok;Seo, Ji-Eun
    • Journal of the Korean housing association
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    • v.20 no.3
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    • pp.97-104
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    • 2009
  • Today, apartment is the most common residence type and various behavior occurs in living room space of apartments. Active usage of living room in modem life increases user's desire of wanting a better environment and leads to find various methods such as remodeling. At the point when considering moving or remodeling, this study focuses on the change of lighting color as it is one of the methods for initial stage with moderate price. As living room is easily influenced by lighting, providing active environment to support inhabitant's behavior through the use of various lighting sources will cut down unnecessary remodeling costs and may be the most simple method to actualize lighting environment for inhabitant's behavior. To give change with the least effort, change in artificial lighting environment was attempted with combinations of lighting color and switching on lights according to illuminating location. This study suggested the capability of changing lighting environment of previous living room area by exchanging lighting sources in lighting equipment in order to satisfy the required behaviors of inhabitant.

A Study on User Behavior Analysis for Deriving Smart City Service Needs (스마트시티 서비스 니즈 도출을 위한 사용자 행위 분석에 관한 연구)

  • An, Se-Yun;Kim, So-Yeon
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.330-337
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    • 2018
  • Recently, there has been a growing interest in user-centered smart city services. In this study, user behavior analysis was performed as a preliminary study for user - centered smart city service planning. In particular, we will use GIS based location analysis data and video ethonography methodology to derive smart city service direction and needs. In this study, the area of Daejeon Design District selected as the Smart City Test bed was selected as the survey area and the location analysis data of the traffic accident analysis system of the road traffic corporation and the fixed camera We observed user's behavior type and change with image data extracted through the technique. Location analysis data is classified according to the type of accident, and image data is classified into 11 subdivided types of user activities. The problems and specificities observed were analyzed. The user behavior characteristics investigated through this study are meaningful to provide a basis for suggesting user - centered smart city services in the future.