• Title/Summary/Keyword: User Ability

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Metaverse Platform Customer Review Analysis Using Text Mining Techniques (텍스트 마이닝 기법을 활용한 메타버스 플랫폼 고객 리뷰 분석)

  • Hye Jin Kim;Jung Seung Lee;Soo Kyung Kim
    • Journal of Information Technology Applications and Management
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    • v.31 no.1
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    • pp.113-122
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    • 2024
  • This comprehensive study delves into the analysis of user review data across various metaverse platforms, employing advanced text mining techniques such as TF-IDF and Word2Vec to gain insights into user perceptions. The primary objective is to uncover the factors that contribute to user satisfaction and dissatisfaction, thereby providing a nuanced understanding of user experiences in the metaverse. Through TF-IDF analysis, the research identifies key words and phrases frequently mentioned in user reviews, highlighting aspects that resonate positively with users, such as the ability to engage in creative activities and social interactions within these virtual environments. Word2Vec analysis further enriches this understanding by revealing the contextual relationships between words, offering a deeper insight into user sentiments and the specific features that enhance their engagement with the platforms. A significant finding of this study is the identification of common grievances among users, particularly related to the processes of refunds and login, which point to broader issues within payment systems and user interface designs across platforms. These insights are critical for developers and operators of metaverse platforms, suggesting a focused approach towards enhancing user experiences by amplifying positive aspects. The research underscores the importance of continuous improvement in user interface design and the transparency of payment systems to foster a loyal user base. By providing a comprehensive analysis of user reviews, this study offers valuable guidance for the strategic development and optimization of metaverse platforms, ensuring they remain responsive to user needs and continue to evolve as vibrant, engaging virtual environments.

An Interactive Multi-Factor User Authentication Framework in Cloud Computing

  • Elsayed Mostafa;M.M. Hassan;Wael Said
    • International Journal of Computer Science & Network Security
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    • v.23 no.8
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    • pp.63-76
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    • 2023
  • Identity and access management in cloud computing is one of the leading significant issues that require various security countermeasures to preserve user privacy. An authentication mechanism is a leading solution to authenticate and verify the identities of cloud users while accessing cloud applications. Building a secured and flexible authentication mechanism in a cloud computing platform is challenging. Authentication techniques can be combined with other security techniques such as intrusion detection systems to maintain a verifiable layer of security. In this paper, we provide an interactive, flexible, and reliable multi-factor authentication mechanisms that are primarily based on a proposed Authentication Method Selector (AMS) technique. The basic idea of AMS is to rely on the user's previous authentication information and user behavior which can be embedded with additional authentication methods according to the organization's requirements. In AMS, the administrator has the ability to add the appropriate authentication method based on the requirements of the organization. Based on these requirements, the administrator will activate and initialize the authentication method that has been added to the authentication pool. An intrusion detection component has been added to apply the users' location and users' default web browser feature. The AMS and intrusion detection components provide a security enhancement to increase the accuracy and efficiency of cloud user identity verification.

An NLP-based Mixed-method Approach to Explore the Impact of Gratifications and Emotions on the Acceptance of Amazon Go

  • Arghya Ray;Subhadeep Jana;Nripendra P. Rana
    • Asia pacific journal of information systems
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    • v.33 no.3
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    • pp.541-572
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    • 2023
  • Amazon Go is a cashierless convenience store concept, which is seen as a disruption in the grocery retail segment. Although Amazon Go has the ability to disrupt the retail segment, there are speculations on how Amazon Go will be perceived by users. Existing studies have not utilized user-generated content to understand the factors that affect customer behaviour in case of Amazon Go. Additionally, in case of phygital retail, studies have not attempted at understanding the effect of emotions and gratifications on user behaviour. To address the gap of exploring user perspectives based on their experience, we have examined the impact of gratifications and emotions on the acceptance of phygital retail using user-generated-content. A mixed-method approach has been utilized using only user-generated content. Utilizing topic-modelling based content analysis and emotion analysis on 30 articles related to Amazon Go, we found themes like, convenience, technology, experience, personalization, enjoyment and emotions like, bad, good, annoyance, success. In the empirical analysis, we have utilized 522 reviews about Amazon Go from the cognition and emotion theory stance, and found that hedonic gratifications have a positive impact on challenge emotions. We also found a significant impact of emotions on customer's favourite behaviour.

Study on Development of Graphic User Interface for TensorFlow Based on Artificial Intelligence (인공지능 기반의 TensorFlow 그래픽 사용자 인터페이스 개발에 관한 연구)

  • Song, Sang Gun;Kang, Sung Hong;Choi, Youn Hee;Sim, Eun Kyung;Lee, Jeong- Wook;Park, Jong-Ho;Jung, Yeong In;Choi, Byung Kwan
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.221-229
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    • 2018
  • Machine learning and artificial intelligence are core technologies for the 4th industrial revolution. However, it is difficult for the general public to get familiar with those technologies because most people lack programming ability. Thus, we developed a Graphic User Interface(GUI) to overcome this obstacle. We adopted TensorFlow and used .Net of Microsoft for the develop. With this new GUI, users can manage data, apply algorithms, and run machine learning without coding ability. We hope that this development will be used as a basis for developing artificial intelligence in various fields.

공정한 은닉 KCDSA 서명에 기반한 추적 가능한 전자화폐 시스템

  • 이임영
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.9 no.4
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    • pp.85-97
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    • 1999
  • A blind signature scheme is a protocol allowing verifier to obtain a valid signature for a message m from a signer without him seeing the message. This means that the bank in collaboration with the shop cannot trace the electronic cash to user. However anonymous electronic cash also facilitates fraud and criminal acts such as money laundering anonymous blackmailing and illegal purchaes. Therefore in this paper we propose fair blind signature scheme based on KCDSA which is a domestic digital signature scheme and it apply a electronic cash system. In particularly a proposed electronic cash system have an anonymity control ability which trace a user who make use a electronic cash illegally in association with a trusted center.

The Relationship between Chewing Ability and Health Status in the Urban Elderly who Resides in the House (도시 재택노인의 저작능력과 건강상태와의 관련성)

  • Bae, Yoon-Ho;Lee, Hee-Kyung
    • Journal of Yeungnam Medical Science
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    • v.21 no.1
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    • pp.51-59
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    • 2004
  • Background: The objective of this study is to evaluate the relationship between chewing ability and health status in order to provide basic information for the development of program which may lead to an improvement of a the elderly health status in urban areas. Materials and methods: The subjects of this study were 128 elderly urban female over the age of 65 who reside at house. The data were collected from May 21 to August 20, 2001, through questionnaires about nutrient intake status, direct measurement of anthropometrics, and oral examinations. Results: In terms of remaining teeth, there was significant negative relationship between age and number of remained teeth. The average number of remained teeth our subjects was $13.1{\pm}10.6$. About sixty five percent of the subjects were denture users (partial or full dentures) and there was positive relationship between age and the percentage of denture user. There was a significant negative correlation between age and chewing ability. The group that was able to chew had more remained teeth than the other group. Conclusion: This study suggests that there is strong positive relationship between chewing ability (remaining teeth) and elderly health status in urban areas, and the importance of preserving original teeth to improve the elderly health status in the public health program.

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A study on user satisfaction in TUI environment (TUI 환경의 유저 사용 만족도 연구)

  • Choi, heungyeorl;Yang, seungyong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.4
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    • pp.113-127
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    • 2015
  • An interface in smart device environment is changing to TUI(touch user interface) environment where a system is being controlled by physical touch, differently from a system controlled through conventional mouse and keyboard. What is more important than anything else in this TUI environment is to implement interface in consideration of learn ability and cognitive constructivism according to user's experience. Therefore, now is the time when it is necessary to carry out various studies on smart content design process going a step farther together with discussing the details of user's experience factor. Hence, this study was intended to look into what effect a user's experiential traits had on the production of contents for the purpose of measures for improving TUI user satisfaction in order to effectively realize contents in smart environment. Results were yielded by using a statistical empirical analysis such as cross-tabulation analysis according to important variable and user, paired t-test, multiple response analysis, and preference frequency analysis of user preference on the basis of a survey. As a result, a system was presented for implementing DFSS(Design For Six Sigma) process. TUI experience factor can be divided into direct habitual experience, direct learning experience, indirect habitual experience, and indirect learning experience. And in the results of study, it was possible to find that the important variables of this study had a positive effect on the improvement of use satisfaction with contents on the whole according to the user convenience of smart contents. This study is expected to have a positive effect on efficient smart device-based contents production by providing objective information according to empirical analysis to smart media-based developer and designer and presenting a model for improving the changed TUI usability.

Human factors guidelines for designing anchors in the moving pictures on multimedia systems (멀티미디어 시스템의 동영상 노드를 위한 앵커의 인간공학적 설계지침)

  • Han, Sung-H.;Kim, Mi-Jeong;Kwahk, Ji-Young
    • Journal of Korean Institute of Industrial Engineers
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    • v.22 no.2
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    • pp.265-276
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    • 1996
  • Multimedia systems present information by various media, for example, video, sound, music, animation, movie, etc., in addition to the text which has long been used for conveying the information. Among many multimedia applications, the multimedia information retrieval systems commercialized in the forms of multimedia encyclopedia CD-ROMs, benefited from various media for their ability to present information in an efficient and complete way. But using several media, on the other hand, may cause end users' confusion and furthermore, poorly designed user interface often exacerbates the situation. In this study, the multimedia systems were studied from the standpoint of usability. The conceptual framework of the user interface of the multimedia system was newly defined. And 100 initial variables for user interface design of general multimedia systems were suggested through literature survey and expert opinions based upon the framework developed. Among various application areas, the multimedia information retrieval systems were chosen for investigation, and 36 variables particularly relevant to user interface of the multimedia information retrieval systems were selected. According to the sequential research strategy, the variables that were considered to be most important were finally selected through a screening stage. A part of selected variables were verified through a human factors experiment as the first step of sequential research. Based upon the result of the experiment, guidelines for user interface design were provided. For future study, the variables remained will be Investigated and the study will expand to another application areas.

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A Study of Hybrid Automatic Interpret Support System (하이브리드 자동 통역지원 시스템에 관한 연구)

  • Lim, Chong-Gyu;Gang, Bong-Gyun;Park, Ju-Sik;Kang, Bong-Kyun
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.28 no.3
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    • pp.133-141
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    • 2005
  • The previous research has been mainly focused on individual technology of voice recognition, voice synthesis, translation, and bone transmission technical. Recently, commercial models have been produced using aforementioned technologies. In this research, a new automated translation support system concept has been proposed by combining established technology of bone transmission and wireless system. The proposed system has following three major components. First, the hybrid system consist of headset, bone transmission and other technologies will recognize user's voice. Second, computer recognized voice (using small server attached to the user) of the user will be converted into digital signal. Then it will be translated into other user's language by translation algorithm. Third, the translated language will be wirelessly transmitted to the other party. The transmitted signal will be converted into voice in the other party's computer using the hybrid system. This hybrid system will transmit the clear message regardless of the noise level in the environment or user's hearing ability. By using the network technology, communication between users can also be clearly transmitted despite the distance.

Perception Ability of Synthetic Vowels in Cochlear Implanted Children (모음의 포먼트 변형에 따른 인공와우 이식 아동의 청각적 인지변화)

  • Huh, Myung-Jin
    • MALSORI
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    • no.64
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    • pp.1-14
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    • 2007
  • The purpose of this study was to examine the acoustic perception different by formants change for profoundly hearing impaired children with cochlear implants. The subjects were 10 children after 15 months of experience with the implant and mean of their chronological age was 8.4 years and Standard deviation was 2.9 years. The ability of auditory perception was assessed using acoustic-synthetic vowels. The acoustic-synthetic vowel was combined with F1, F2, and F3 into a vowel and produced 42 synthetic sound, using Speech GUI(Graphic User Interface) program. The data was deal with clustering analysis and on-line analytical processing for perception ability of acoustic synthetic vowel. The results showed that auditory perception scores of acoustic-synthetic vowels for cochlear implanted children were increased in F2 synthetic vowels compaire to those of F1. And it was found that they perceived the differences of vowels in terms of distance rates between F1 and F2 in specific vowel.

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