• Title/Summary/Keyword: User's type

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Measuring user’s emotions while using a cellular phone (휴대폰 사용 중 표출되는 사용자의 감성 평가)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.11 no.2
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    • pp.215-226
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    • 2008
  • The previous research suggested a self-report questionnaire-type scale to measure a user's emotions naturally expressed while using a product. Using the scale, this research measured their emotions expressed while users use cellular phones naturally for a certain time without setting tasks. The results suggest that the cellular phone of high usability lead to higher 'Satisfaction in Usability' and lower 'Uncomfortableness' than the cellular phone with usability flaws. On the other hand the cellular phone with usability flaws lead to higher 'Uncomfortableness' and lower 'Satisfaction in Usability' but higher in other representative emotions such as 'Aesthetics', 'Novelty', 'Pleasure', and 'Excellence' than the other cellular phone. It can be insufficient to define the correlation between the product usability and the user's emotions based on the results of this research: however, the correlation between these two factors will be discovered in more detail by analyzing the changes of the user's emotions according to the length of time of using cellular phone.

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The Analysis of the Relationship Toward the MIS Project Members: The Prospective of IS Personality Typology (MIS프로젝트 구성원들간의 관계분석 : IS 유형이론을 중심으로)

  • Son, Dal-Ho;Kang, Moon-Sig
    • Asia pacific journal of information systems
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    • v.7 no.2
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    • pp.185-198
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    • 1997
  • Recently the formation of the project team to construct a MIS system is generalized and the relationship of the user and the system personnel in the project team should be important factor in the effectiveness of the team. However, the systematic research about the personality typology of the user and the system personnel is scarcely verified. Considering this necessity, this study is, using the IS personality typology, tried to find the relationship of the user and the system personnel in the project team. One of Jung(1924)'s personality typology is introvert and extrovert, however, this typology is founa to have many facets related with personality category. Recently Ackoff(1996) has tried this category more meaningful, which are subjective-internalizer, subjective-externalizer objective-internalizer one objective-externalizer. Moreover, he has proposed the methodology which could find the assimilarity among the team members. On the basis of this typology, this research is attempted to find the difference of the characteristics of the user and the system personnel. Through this research, we can understand the difference of the characteristics of the user and the system personnel and this understanding can make help us operating the team more effectively. The result has suggested that the effectiveness of the team has relied on the personality type of the user and the system personnel. Especially the personality type of new member who will join into team is an important factor in the effectiveness of teaming. Therefore, when we have a new member into team, we have to consider the personality type of new member. Moreover, the personality type of the management is an another critical factor which should be considered.

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A Study on the Spatial Characteristics and the User's Satisfaction by Types of the Kids Cafes (키즈카페의 유형별 공간특성과 이용자 만족도 분석 연구)

  • Mun, Ja-Young;Shin, Kyung-Joo
    • Korean Institute of Interior Design Journal
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    • v.21 no.6
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    • pp.23-34
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    • 2012
  • There is a demand for a complex cultural space of play, leisure and education, a kids cafe, which will replace a playground just for kids as awareness for the need of a space where parents can spend leisure time with their own children and can take a rest grows, Thus, this study aims to find features for user satisfying kids cafes by conducting observations of the kids cafes and user survey. This study selected 12 kids cafes, 3 kids cafes per type (play focused, cafe or restaurant focused, education focused, multipurpose focused), in Seoul which were built after 2007 and conducted surveys on space planning and spatial characteristics by users and types and the level of satisfaction. As a result, the play focused kids cafes are used the most and the multipurpose focused kids cafes are used the second most. So the reason for using kids cafes is for the play of children. Also the overall satisfaction level for kid cafes were above the average except for the price. The result of this study showed that there was differences of satisfaction based on the type of user satisfaction, size of children space, finishes, colors, furniture and accessories, sanitary conditions. For the overall satisfaction, users were satisfied with the interior space, however, users were unsatisfied with functional parts, such as toys, foods and educational program. The results of the analysis showed that based on the types of the kids cafes, users' satisfaction rate for space size for the children, finishes, colors, furniture and accessories, sanitary conditions were different and for the functional parts, the satisfaction rate was different in all aspects. Also, in overall, the educational focused type users showed higher satisfaction rate than other users. Finally, the level of satisfaction is different by type of kids cafes and we have to consider the level of satisfaction of the users in order to plan kids cafes which meet the demand of the users.

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A Study on Game Structure by User-Centered Narrative and Play (유저 중심의 서사와 놀이에 의한 게임 구조에 대한 고찰)

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.401-406
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    • 2019
  • Recently, as multi-platform game environments become common, many games of convergence genre have been produced, and the boundaries of genre division by existing platforms have become blurred. The game genre is convergence content consisting of user-centered 'narrative and play'. In this paper, we propose a game genre classification according to the user 's behavior type based on the essential recognition that the subject of the game is the user. The user's actions are done in different genres and goals and rules, and the interaction is an important act for immersion. Therefore, the user's behavioral classification and perception by the game genre are important and expected to help redefine the game structure.

A Deep Learning Model for Predicting User Personality Using Social Media Profile Images

  • Kanchana, T.S.;Zoraida, B.S.E.
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.265-271
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    • 2022
  • Social media is a form of communication based on the internet to share information through content and images. Their choice of profile images and type of image they post can be closely connected to their personality. The user posted images are designated as personality traits. The objective of this study is to predict five factor model personality dimensions from profile images by using deep learning and neural networks. Developed a deep learning framework-based neural network for personality prediction. The personality types of the Big Five Factor model can be quantified from user profile images. To measure the effectiveness, proposed two models using convolution Neural Networks to classify each personality of the user. Done performance analysis among two different models for efficiently predict personality traits from profile image. It was found that VGG-69 CNN models are best performing models for producing the classification accuracy of 91% to predict user personality traits.

A Study on the User's Evaluation for the Visual Types of Virtual Model House (가상모델하우스의 유형에 따른 사용자 평가에 관한 연구)

  • Ha, Ji-Min;Park, Soo-Been
    • Korean Institute of Interior Design Journal
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    • v.20 no.5
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    • pp.160-169
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    • 2011
  • In Korea, the construction company has provided houses through apartment sales system. Residents have obtained a variety of information about their future house by visiting a sample house called "the model house" before they purchase home. Advanced technology such as web-based VOD or Virtual Model in recent years has gradually replaced those built environment. In 2009, the Ministry of Land, Transport and Maritime Affairs announced the restraint to the construction of sample houses. Instead, they highly recommended a Virtual Model House as an alternative solution. This study aimed to propose how to design the user-oriented virtual model house through the experiment and survey research. The 3D virtual model house of 85m$^2$ apartment was built and presented by two types (Type A: Bird's Eye View, Type B: Walk through View) on the web page. The subjects evaluated presence, spatial perception and cognition, and usability of each type after exploring them. The results are as follows. (1) The subjects' evaluation of presence showed Type B has more negative effects than Type A such as feeling dizzy or tired even if their values were not so high. (2) The subjects perceived and cognized both types of virtual model house more realistic for the expression of volume of space, the size of opening, and the arrangement of furniture than that of wall finishes and materials. (3) The usability of Type A was significantly higher than that of Type B.

Data mining approach to predicting user's past location

  • Lee, Eun Min;Lee, Kun Chang
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.11
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    • pp.97-104
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    • 2017
  • Location prediction has been successfully utilized to provide high quality of location-based services to customers in many applications. In its usual form, the conventional type of location prediction is to predict future locations based on user's past movement history. However, as location prediction needs are expanded into much complicated cases, it becomes necessary quite frequently to make inference on the locations that target user visited in the past. Typical cases include the identification of locations that infectious disease carriers may have visited before, and crime suspects may have dropped by on a certain day at a specific time-band. Therefore, primary goal of this study is to predict locations that users visited in the past. Information used for this purpose include user's demographic information and movement histories. Data mining classifiers such as Bayesian network, neural network, support vector machine, decision tree were adopted to analyze 6868 contextual dataset and compare classifiers' performance. Results show that general Bayesian network is the most robust classifier.

Development of Finger Gestures for Touchscreen-based Web Browser Operation (터치스크린 기반 웹브라우저 조작을 위한 손가락 제스처 개발)

  • Nam, Jong-Yong;Choe, Jae-Ho;Jung, Eui-S.
    • Journal of the Ergonomics Society of Korea
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    • v.27 no.4
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    • pp.109-117
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    • 2008
  • Compared to the existing PC which uses a mouse and a keyboard, the touchscreen-based portable PC allows the user to use fingers, requiring new operation methods. However, current touchscreen-based web browser operations in many cases involve merely having fingers move simply like a mouse and click, or not corresponding well to the user's sensitivity and the structure of one's index finger, making itself difficult to be used during walking. Therefore, the goal of this study is to develop finger gestures which facilitate the interaction between the interface and the user, and make the operation easier. First, based on the frequency of usage in the web browser and preference, top eight functions were extracted. Then, the users' structural knowledge was visualized through sketch maps, and the finger gestures which were applicable in touchscreens were derived through the Meaning in Mediated Action method. For the front/back page, and up/down scroll functions, directional gestures were derived, and for the window closure, refresh, home and print functions, letter-type and icon-type gestures were drawn. A validation experiment was performed to compare the performance between existing operation methods and the proposed one in terms of execution time, error rate, and preference, and as a result, directional gestures and letter-type gestures showed better performance than the existing methods. These results suggest that not only during the operation of touchscreen-based web browser in portable PC but also during the operation of telematics-related functions in automobile, PDA and so on, the new gestures can be used to make operation easier and faster.

A Study on Carousel Design UX (캐러셀 디자인의 UX 연구)

  • Lee, Young-Ju
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.571-576
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    • 2020
  • When a user visits a specific site through various devices, the hero image located in the main area that can be viewed without scrolling includes multiple slides and has various carousel navigation patterns. While there is a negative perception that the carousel design does not receive the user's choice due to the hidden slide, it can be seen that its usefulness can vary depending on the user's context. In addition, the navigation pattern of the carousel design is the factor that has the greatest influence on the user experience. The left and right arrow navigation pattern, the bottom pagination navigation pattern, the accordion type navigation pattern, the thumbnail type navigation pattern, the divided slide type navigation pattern, and the last. It could be divided into six types of left and right slide navigation patterns.

A Study on the Spatial Planning and the Characteristics of User's Need in the Children's Library (어린이도서관에 있어서 이용자요구특성과 공간구성에 관한 연구)

  • Lee, Jeong-Mi;Kwack, Dong-Wha;Lim, Che-Zinn
    • Korean Institute of Interior Design Journal
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    • v.16 no.6
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    • pp.213-223
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    • 2007
  • This study investigates the mutual effects of the physical environment and the characteristics of user's need in the children's libraries of open plan type. The children's library as a flexible space should accept user's diverse needs. Especially, Children express more positive and diverse behaviors than adults in physical environment. As the design information obtained from observation of children's behaviors are put to architectural design, the more affluent environment in which children can do positive behaviors can be made. We used two research methods of the behavior observation and interview for the children's library, and could formulate various using actions through the behavior setting observation for using library. A relational description for reading environment in this study, based on the affordance and the behavior setting theories, provided us with rich accounts for the psychological and sociocultural resources in the children's library. Consequently, the following results can be summarized. First, children need territories for family use and for place and are using library effectively through taking the two territories. Second, the zoning according to age category should be done, as behavior patterns were observed differently according to age. Third, the space composition with openness should be designed, as children need social relation and learning through imitation and observation.