• Title/Summary/Keyword: User Activity

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An Analysis on High School Teacher's Stages of Concern on 'Creative-Experience Activity' in 2009 Revised National Curriculum (2009 개정 창의적 체험활동에 관한 고등학교 교사들의 관심도 분석)

  • Park, Han-Sook
    • Journal of Fisheries and Marine Sciences Education
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    • v.25 no.4
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    • pp.958-972
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    • 2013
  • The purpose of this study is to analyze on high school teachers' stage of concern(SoC) on 'Creative-Experience Activity' in 2009 revised national curriculum and investigate the improvements of their levels. The subjects for this study were 234 high school teachers through out all part of the Korea country. The instrument for this study was developed according to the Hall & Hord(2006)'s stage of concerns questionnaire of Stage of Concern. The Data were analyzed by Profiling of teachers' concern and one-way ANOVA. The major findings of this study were as follows: First, 85.25% of the high school teachers were in stage of Awareness. 6.34% of teachers were in stage of Information. Most of high school teachers' concern about 'Creative-Experience Activity' was generally 'non-user' stage that unconcerned. Second, there were not significant differences in teachers' stage of concern according to their sex and teaching career except for region. In region, the teacher in metropolis tent to interest getting new information than small and midium size city. We need to make an effort to transfer from 'non-user' stage to 'early-user' stage of and 'impact' stage. To do so, we may sublate too much curriculum revise and start teacher training for 2009 revised 'creativity-experience activity' curriculum. The result of the study provide that there are not curriculum implementation success without teachers' concern about revised curriculum.

The System for Activity-Visualization of the Experience Game of Smart Phone (사용자 활동 가시화를 위한 스마트폰 게임 디자인 시스템)

  • No, Hyo-Houn;Oh, Eui-Sang;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.15-24
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    • 2010
  • Smart phone games market is getting bigger. In this circumstance, the Experience game focusing user's activity is popular among the smart phone games because the user can be easily absorbed into the game and felt more sense of unity with the game. there are several studies about game storytelling which focus on story visualization or effective methods of game design, but the study of game storytelling connected with user's activity is not entirely satisfactory. Therefore, in this paper, we introduce a system for user's activity visualization of the experience game for smart phone. To achieve this, firstly, we show the model which is about the overall configuration of experience game for smart phone. secondly, the detail configurations of the overall game model is introduced. lastly, standing on the model, we introduce a simulation model and a developed program.

Measurement of Human Behavior and Identification of Activity Modes by Wearable Sensors

  • Kanasugi, Hiroshi;Konishi, Yusuke;Shibasaki, Ryosuke
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.1046-1048
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    • 2003
  • Recently, various researches in respect of the positioning technologies using satellites and the other sensors have made location-based services (LBS) more common and accurate. Consequently, concern about position information has been increasing. However, since these positioning systems only focus on user's position, it is difficult to know the user's attitude or detailed behaviors at the specific position. It is worthy to study on how to acquire such human attitude or behavior, because those information is useful to know the context of the user. In this paper, the sensor unit consisting of three dimensional accelerometer was attached to human body, and autonomously measured the perpendicular acceleration of ordinary human behaviors including activity modes such as walking, running, and transportation mode using transportation such as a train, a bus, and an elevator. Subsequently, using the classified measurement results, the method to identify the human activity modes was proposed.

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Automated networked knowledge map using keyword-based document networks (키워드 기반 문서 네트워크를 이용한 네트워크형 지식지도 자동 구성)

  • Yoo, Keedong
    • Knowledge Management Research
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    • v.19 no.3
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    • pp.47-61
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    • 2018
  • A knowledge map, a taxonomy of knowledge repositories, must have capabilities supporting and enhancing knowledge user's activity to search and select proper knowledge for problem-solving. Conventional knowledge maps, however, have been hierarchically categorized, and could not support such activity that must coincide with the user's cognitive process for knowledge utilization. This paper, therefore, aims to verify and develop a methodology to build a networked knowledge map that can support user's activity to search and retrieve proper knowledge based on the referential navigation between content-relevant knowledge. This paper deploys keywords as the semantic information between knowledge, because they can represent the overall contents of a given document, and because they can play the role of semantic information on the link between related documents. By aggregating links between documents, a document network can be formulated: a keyword-based networked knowledge map can be finally built. Domain expert-based validation test was also conducted on a networked knowledge map of 50 research papers, which confirmed the performance of the proposed methodology to be outstanding with respect to the precision and recall.

Object-Oriented Modeling Activity and Systems Development Success: Theory and Empirical Exploration (객체지향 시스템 모델링 활동과 시스템개발 성공: 이론과 실증적 탐색)

  • An, Joon-Mo
    • Asia pacific journal of information systems
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    • v.10 no.4
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    • pp.37-56
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    • 2000
  • This study proposes the concept and measurement of object-oriented systems modelling activity based on the previous research in the area of systems engineering, object-oriented modelling, and information systems. The modelling activity is related to information systems development success for exploring the correlation of each other. The object-oriented modeling activity is found to be related to user satisfaction with developed information systems, But the modeling activity does not have relation to the other successes, such as cost, development schedule, and maintenance. This study contributes to systems development modeling research, systems success, and object-oriented systems modelling research. Practically, the results support the usefulness of object-oriented modelling effort in the field in terms of user satisfaction.

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Real-time Intrusion-Detection Parallel System for the Prevention of Anomalous Computer Behaviours (비정상적인 컴퓨터 행위 방지를 위한 실시간 침입 탐지 병렬 시스템에 관한 연구)

  • 유은진;전문석
    • Review of KIISC
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    • v.5 no.2
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    • pp.32-48
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    • 1995
  • Our paper describes an Intrusion Detection Parallel System(IDPS) which detects an anomaly activity corresponding to the actions that interaction between near detection events. IDES uses parallel inductive approaches regarding the problem of real-time anomaly behavior detection on rule-based system. This approach uses sequential rule that describes user's behavior and characteristics dependent on time. and that audits user's activities by using rule base as data base to store user's behavior pattern. When user's activity deviates significantly from expected behavior described in rule base. anomaly behaviors are recorded. Observed behavior is flagged as a potential intrusion if it deviates significantly from the expected behavior or if it triggers a rule in the parallel inductive system.

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The Effect of SNS Prosumer Activity Characteristics and Relationship Quality on User Satisfaction and Loyalty Intention (SNS 프로슈머활동 특성과 관계품질이 이용자만족과 충성의도에 미치는 영향)

  • Kwon, Do-Hee;Cho, Chul-Ho
    • Journal of Korean Society for Quality Management
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    • v.47 no.1
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    • pp.125-138
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    • 2019
  • Purpose: The present research was designed to explore a causal relationship among SNS prosumer characteristics, relationship quality, user satisfaction, and loyalty intention, and we intended to explore mediating role of relationship quality in the causal relationship. Methods: As survey tool, questionnaire that had obtained validity and reliability through literature survey and pretest survey, and sample 214 was analyzed using SEM analysis method. Results: All theoretical relationships, except the relationship between information provision and relational quality, proved to be significant. The relationship quality plays an important intermediary role in the research model. Conclusion: The characteristics of SNS prosumer activity can be summarized by interaction and informational provision. To increase user satisfaction and loyalty, it is necessary to support these characteristics and strengthen relationships with customers.

The Atmospheric Factors Affecting User's Satisfaction in Natural Parks (자연공원의 분위기가 이용자의 만족도에 미치는 영향 - 국립공원과 도립공원을 대상으로 -)

  • 장병문;배민기
    • Journal of the Korean Institute of Landscape Architecture
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    • v.30 no.1
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    • pp.29-43
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    • 2002
  • The purpose of this paper is to examine atmospherical factors affecting user's satisfaction in natural park to answer the research question: what are the effects of atmosphere on user's satisfaction in natural parks(NP). After reviewing the literature, mechanism of NP, and use elements in NP, We constructed the conceptual framework and have formulated the hypothesis of this research. We had obtained data through a questionnaire, which surveyed 508 visitors at 6 of the 73 NP in Korea in 2001, based on stratified sampling method. We have analyzed the data using descriptive statistical methods, the mean difference test, Pearson's correlation analysis, and the multiple linear regression method. We found that 1) the five atmospheric variables, j.e., number of users(NOU), crowding, damage to park resources(DPR), and maintenance of park resources and facilities(MPRF), encounter level(EL) affecting user's satisfaction, have tuned out to be statistically significant at a five percent level. The direction of the relationship between user's satisfaction and MPRF, NOU, EL is the same as that of the dependent variable and the opposite of crowding, and BPR, 2) in bivariate analysis, the positive relationships between user's satisfaction and park resources, MPRF are fairly high and statistically significant. The higher the value of DPR, and crowing, the lower the degree of user's satisfaction, 3) in multivariate analysis, such variables as NOU, crowding, DPR, EL, and MPRF affecting user's satisfaction have been statistically significant at five percent level, and 4) the relative contribution of MPRF, park resources, park facilities, NOU, crowding, DPR, and size of activity space on user's satisfaction have been determined to have respectively 6.00, 4.78, 2.53, 1.83, 1.64, 1.59 and 2.03 times more important than that of EL. Among the atmospheric variables, MPRF is the most important at 1.26 times higher than that of park resources. The research results suggest that the development of devices for the increase in user's satisfaction and user management program based on the knowledge we have found, be recommended in the planning and development process of natural park. The approach adopted by this research is valid and useful for evaluation criteria of NP. It is recommended that more empirical studies by activity types, activity spaces, and seasons on atmospheric elements affecting user's satisfaction be performed in the future.

Analysis and Prediction Algorithms on the State of User's Action Using the Hidden Markov Model in a Ubiquitous Home Network System (유비쿼터스 홈 네트워크 시스템에서 은닉 마르코프 모델을 이용한 사용자 행동 상태 분석 및 예측 알고리즘)

  • Shin, Dong-Kyoo;Shin, Dong-Il;Hwang, Gu-Youn;Choi, Jin-Wook
    • Journal of Internet Computing and Services
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    • v.12 no.2
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    • pp.9-17
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    • 2011
  • This paper proposes an algorithm that predicts the state of user's next actions, exploiting the HMM (Hidden Markov Model) on user profile data stored in the ubiquitous home network. The HMM, recognizes patterns of sequential data, adequately represents the temporal property implicated in the data, and is a typical model that can infer information from the sequential data. The proposed algorithm uses the number of the user's action performed, the location and duration of the actions saved by "Activity Recognition System" as training data. An objective formulation for the user's interest in his action is proposed by giving weight on his action, and change on the state of his next action is predicted by obtaining the change on the weight according to the flow of time using the HMM. The proposed algorithm, helps constructing realistic ubiquitous home networks.