• Title/Summary/Keyword: User's path

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A Study on the Gaze Flow of Internet Portal Sites Utilizing Eye Tracking (아이트래킹을 활용한 인터넷 포털사이트의 시선 흐름에 관한 연구)

  • Hwang, Mi-Kyung;Kwon, Mahn-Woo;Lee, Sang-Ho;Kim, Chee-Yong
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.177-183
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    • 2022
  • This study investigated through eye tracking what gaze path the audience searches through portal sites (Naver, Daum, Zoom, and Nate). As a result of the layout analysis according to the gaze path of the search engine, the four main pages, which can be called to be the gateway to information search, appeared in the form of a Z-shaped layout. The news and search pages of each site use an F-shape, which means that when people's eyes move from top to right in an F-shape, they read while moving their eyes from left to right(LTR), which sequentially moves to the bottom. As a result of analyzing through the heat map, gaze plot, and cluster, which are the visual analysis indicators of eye tracking, the concentration of eyes on the photo and head copy was found the most in the heat map, and it can be said to be of high interest in the information. The flow of gaze flows downward from the top left to the right, and it can be seen that the cluster is most concentrated at the top of the portal site. The website designer should focus on improving the accessibility and readability of the information desired by the user in the layout design, and periodic interface changes are required by investigating and analyzing the tendencies and behavioral patterns of the main users.

Dynamic Link Recommendation Based on Anonymous Weblog Mining (익명 웹로그 탐사에 기반한 동적 링크 추천)

  • Yoon, Sun-Hee;Oh, Hae-Seok
    • The KIPS Transactions:PartC
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    • v.10C no.5
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    • pp.647-656
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    • 2003
  • In Webspace, mining traversal patterns is to understand user's path traversal patterns. On this mining, it has a unique characteristic which objects (for example, URLs) may be visited due to their positions rather than contents, because users move to other objects according to providing information services. As a consequence, it becomes very complex to extract meaningful information from these data. Recently discovering traversal patterns has been an important problem in data mining because there has been an increasing amount of research activity on various aspects of improving the quality of information services. This paper presents a Dynamic Link Recommendation (DLR) algorithm that recommends link sets on a Web site through mining frequent traversal patterns. It can be employed to any Web site with massive amounts of data. Our experimentation with two real Weblog data clearly validate that our method outperforms traditional method.

Pre-processing Scheme for Indoor Precision Tracking Based on Beacon (비콘 기반 실내 정밀 트래킹을 위한 전처리 기법)

  • Hwang, Yu Min;Jung, Jun Hee;Shim, Issac;Kim, Tae Woo;Kim, Jin Young
    • Journal of Satellite, Information and Communications
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    • v.11 no.4
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    • pp.58-62
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    • 2016
  • In this paper, we propose a pre-processing scheme for improving indoor positioning accuracy in impulsive noise channel environments. The impulsive noise can be generated by multi-path fading effects by complicated indoor structures or interference environments, which causes an increase in demodulation error probability. The proposed pre-processing scheme is performed before a triangulation method to calculate user's position, and providing reliable input data demodulated from a received signal to the triangulation method. Therefore, we studied and proposed an adaptive threshold function for mitigation of the impulsive noise based on wavelet denoising. Through results of computer simulations for the proposed scheme, we confirmed that Bit Error Rate and Signal-to-Noise Ratio performance is improved compared to conventional schemes.

A Study of VR News Characteristics on User's Effect: Focused on Recall, Understanding, Enjoyment, Visual Fatigue and Resue Intention (VR뉴스의 이용자 효과에 관한 연구)

  • Song, Min-Ho;Lee, Min-Kyu
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.439-449
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    • 2018
  • The purpose of this study was to examine the effect of VR news focused on recall, understanding, enjoyment, visual fatigue and reuse intention through experimental study. Using Window SPSS 21.0 and AMOS 21.0 program, the data was analyzed by exploratory/confirmatory factor analysis, reliability analysis, correlation analysis and path analysis. The Results are as follows. First, presence and immersion among VR news characteristics influenced positively on users' recall of VR news. Second, presence, interactivity and immersion among VR news characteristics influenced positively on users' understanding of VR news. Third, presence, interactivity and immersion among VR news characteristics influenced positively on users' enjoyment of VR news. Fourth, presence among VR news characteristics influenced negatively on users' visual fatigue of VR news. Fifth, presence and immersion among VR news characteristics influenced positively on users' reuse intention of VR news. This study will provide on an important implication understanding VR news characteristics and VR news users.

A Variational Inequality-based Walkability Assessment Model for Measuring Improvement Effect of Transit Oriented Development (TOD) (대중교통중심개발(TOD) 개선효과 진단을 위한 변동부등식기반 보행네트워크 평가모형)

  • Sohn, Jhieon
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.36 no.2
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    • pp.259-268
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    • 2016
  • The core strategy of transit oriented development (TOD) is to promote high density mixed land use around railway stations. Case studies in advanced countries show that provision of policies for comprehensive maintenance of pedestrian facilities around railway station spheres is being pursued with efficacy. In spite of the importance placed on integrated pedestrian maintenance, domestic construction of integrated pedestrian infrastructure around railway station spheres lacks direction. Thus, there is a clear need for an evaluation standard that can provide the foundation for judgments on TOD improvement. This research proposes a network model that consolidates the interior of the station as well as its surrounding areas to determine the ease of pedestrian flow for effective TOD evaluation. The model considers the railway station and surrounding areas as an assembled network of pedestrian flow. The path chosen by the pedestrian is defined as the optimal degree of inconvenience, and expands on Wardrop's User Equilibrium (1952). To assess the various circumstances that arise on pedestrian facilities including congestion of the pedestrian pathway, constrained elevator capacity, and wait at the crosswalk, a variational inequality based pedestrian equilibrium distribution model is introduced.

Design of Flight Learning System Using Sketch-based Interface (스케치 인터페이스를 이용한 항공기동 학습 시스템 개발)

  • Kim, Sang-Jin;Park, Tae-Jin;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.771-779
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    • 2010
  • Sketch-based interface is used more and more in developing animation contents. Particularly, there has been a system where the user's sketch inputs are interpreted and presented as live motions. In this study¸ it is to design an animated flight learning system using sketch-based interface. Most of the flights include movements in three-dimensional space and have unique and complex flight patterns. In other words, the actual flight movements not only include acceleration and deceleration, rising and falling, straight or circular flying, but also may include combinations of two or more movements as they simultaneously occur such as accelerating while falling, or slowing down while rising, and so forth. And, currently existing flight learning animation system cannot present such complex flight patterns to the pilots of aircrafts or to those personnel for air-traffic controllers. Hence, it is to be shown in this study that unit-path sketch animation method can support quicker ways to create animations to present those complex flight movements, and requires lesser inputs compared to the existing frame-based animation method. Also, the flight learning system suggested uses the flight-route realization tasks to reflect complex flight patterns, and therefore creates animations close to real as possible.

On Providing Anonymity in Ad Hoc Networks (Ad Hoc Network에서 익명성 제공에 관한 연구)

  • Kang, Seung-Seok
    • Journal of Internet Computing and Services
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    • v.8 no.4
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    • pp.93-103
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    • 2007
  • Networking environments are exposed to outside attacks and privacy threats. Due to broadcast nature of radio transmissions, wireless devices experience more vulnerable situations than those of wired network devices. This paper assumes that a wireless device has two network interfaces, one for accessing internet using 3G services, and the other for constructing an ad hoc network. To deal with privacy threats, this paper introduces an approach in which wireless devices form a special ad hoc network in order to exchange data using anonymous communications. One or more intermediate peers should be involved in the construction of an anonymous path. The proposed anonymous communication mechanism discourages traffic analysis and improves user privacy. According to simulation results, the anonymous connection in an ad hoc network prefers the intermediate peer(s) which is located near the source and/or the destination peer, rather than randomly-selected peers.

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An Efficient Algorithm for Finding the Earliest Available Interval on Connection-Oriented Networks (연결 지향 네트워크에서 최초 가용 구간을 찾는 효율적인 알고리즘)

  • Chong, Kyun-Rak
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.3
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    • pp.73-80
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    • 2010
  • The advancement of communication and networking technologies has enabled e-science and commercial application that often require the transport of large volume of data over wide-area network. Schedulable high-bandwidth low-latency connectivity is required to transport the large volume of data. But the public Internet does not provide predictable service performance. Especially, if data providers and users are far away, dedicated bandwidth channels are needed to support remote process efficiently. Currently several network research projects are in progress to develop dedicated connectionsy sA bandwidth scheduler computes an user requested path based on network topology information and link bandwidth allocationsy In this paper, we have proposed an efficient algorithm for finding the earliest time interval when minimum bandwidth and duration are giveny Our algorithm is experimentally compared with the known algorithm.

Tracking of Golf Ball Using High-speed Cameras (고속카메라를 이용한 골프공 추적)

  • Choi, Seo-hyuk;Kim, Chang-dae;Kim, Dong-woo;Ryu, Sung-pil;Ahn, Jae-hyeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.827-829
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    • 2016
  • In this paper, in order to achieve the user's convenience in golf putting during practice, to provide a method of tracking the golf ball using a high speed camera. This is recently, it is to analyze so that you can hit a golf putting part of the leisure sport to enjoy a lot of people accurately. The proposed method, the pixel when using a common USB camera is blurred, since the golf ball detection rate is low and using a high-speed camera capable of measuring up to per second 380 frames. First, by using the Hough transform after pretreatment, to detect a golf ball. Movement path by using the information subsequently detected golf ball, calculating the moving distance and angle. The proposed method result of applying, improved travel route detection rate of the golf ball is improved, the accuracy of the moving distance and angle.

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Implementation of Underwater Entertainment Robots Based on Ubiquitous Sensor Networks (유비쿼터스 센서 네트워크에 기반한 엔터테인먼트용 수중 로봇의 구현)

  • Shin, Dae-Jung;Na, Seung-You;Kim, Jin-Young;Song, Min-Gyu
    • The KIPS Transactions:PartA
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    • v.16A no.4
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    • pp.255-262
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    • 2009
  • We present an autonomous entertainment dolphin robot system based on ubiquitous sensor networks(USN). Generally, It is impossible to apply to USN and GPS in underwater bio-mimetic robots. But An Entertainment dolphin robot which presented in this paper operates on the water not underwater. Navigation of the underwater robot in a given area is based on GPS data and the acquired position information from deployed USN motes with emphasis on user interaction. Body structures, sensors and actuators, governing microcontroller boards, and swimming and interaction features are described for a typical entertainment dolphin robot. Actions of mouth-opening, tail splash or water blow through a spout hole are typical responses of interaction when touch sensors on the body detect users' demand. Dolphin robots should turn towards people who demand to interact with them, while swimming autonomously. The functions that are relevant to human-robot interaction as well as robot movement such as path control, obstacle detection and avoidance are managed by microcontrollers on the robot for autonomy. Distance errors are calibrated periodically by the known position data of the deployed USN motes.