• Title/Summary/Keyword: User Activity

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강제된 정보시스템 사용환경에서 결과기대가 사용활동에 미치는 영향에 관한 연구;사회인지이론의 관점

  • O, Song-U;Gwak, Gi-Yeong
    • 한국경영정보학회:학술대회논문집
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    • 2007.11a
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    • pp.123-128
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    • 2007
  • It has been argued that Enterprise systems (ES) implementations are overshadowed by a high failure rate despite their promised benefits. One of the commonly cited reasons for ES implementation failures in the context of mandatory use is end-user's unwillingness or sabotage to adopt or use systems. Considering that the appropriate management of expectations may play an important role in making positive behavior toward newly implemented systems, this study examines the effect of outcome expectations on the system use activity in the mandatory use context of information systems from the Social Cognitive Theory perspective. Structural equation model analysis using LISREL 8.7 provides significant support for the proposed relationships. The empirical results suggest that outcome expectations and user satisfaction have positive effects on system use activity conceptualized by immersion, reinvention, and learning. Theoretical and practical implications of the study shed some light on how to improve system use activity in the mandatory use context of information systems.

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Personal Informatics as an Information Ecology: Activity Trackers and Relational Affordances

  • Jarrahi, Mohammad Hossein
    • International Journal of Knowledge Content Development & Technology
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    • v.12 no.1
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    • pp.7-16
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    • 2022
  • With the proliferation of activity-tracking devices and other smart tools, more users leverage these personal informatics technologies to track their physical and fitness-related activities. The research on the benefits (and limitations) of these devices tends to focus on the use of a single tool, leaving out the interactions among multiple technologies, and how these interactions influence the way users perceive their affordances. Building from an ecological perspective, I extend this research by providing insight into the competitive and complementary relationships among activity tracking devices and other fitness-related and personal informatics technologies within the device ecology of technologies around the user. The affordances of these devices are therefore not enacted in isolation but are relational to understanding of other technological options and differing personal preferences and goals of the user.

A Study on the User Toilet Interface for Train Design (철도차량 화장실디자인에 대한 사용자와 제품의 인터페이스)

  • Jin Mi-Ja;Han Suk-Woo;Choe Chel-Hun
    • Proceedings of the KSR Conference
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    • 2003.10b
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    • pp.210-216
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    • 2003
  • This study focuses on the physical environment and human activity of the user of train toilets, on the analysis of factors needed to obtain reasonable toilet design and it also focuses on the understanding of the interface between its user. Moreover it proposes a module of the development process and methods of approaching the User Toilet Interface. The study so presents a design standard under which the concrete data of the characteristics and practicable range and the convergent demands accelerate to the module could be confirmed and criticized.

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Intelligent Healthcare Service Provisioning Using Ontology with Low-Level Sensory Data

  • Khattak, Asad Masood;Pervez, Zeeshan;Lee, Sung-Young;Lee, Young-Koo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.11
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    • pp.2016-2034
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    • 2011
  • Ubiquitous Healthcare (u-Healthcare) is the intelligent delivery of healthcare services to users anytime and anywhere. To provide robust healthcare services, recognition of patient daily life activities is required. Context information in combination with user real-time daily life activities can help in the provision of more personalized services, service suggestions, and changes in system behavior based on user profile for better healthcare services. In this paper, we focus on the intelligent manipulation of activities using the Context-aware Activity Manipulation Engine (CAME) core of the Human Activity Recognition Engine (HARE). The activities are recognized using video-based, wearable sensor-based, and location-based activity recognition engines. An ontology-based activity fusion with subject profile information for personalized system response is achieved. CAME receives real-time low level activities and infers higher level activities, situation analysis, personalized service suggestions, and makes appropriate decisions. A two-phase filtering technique is applied for intelligent processing of information (represented in ontology) and making appropriate decisions based on rules (incorporating expert knowledge). The experimental results for intelligent processing of activity information showed relatively better accuracy. Moreover, CAME is extended with activity filters and T-Box inference that resulted in better accuracy and response time in comparison to initial results of CAME.

Design of an Activity Recognition System using Smartphone Accelerometer (스마트폰 가속도 센서를 이용한 행위 인식 시스템의 설계)

  • Kim, Joo-Hee;Nam, Sang-Ha;Heo, Se-Kyeong;Kim, In-Cheol
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.1
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    • pp.49-54
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    • 2013
  • Activity recognition using smartphone accelerometer suffers from the user dependency problem that acceleration patterns of one user differ from those of others for the same activity. Moreover, it also suffers from the position dependency problem since a smartphone may be placed in any pockets or hands. In order to overcome these problems, this paper proposes an effective activity recognition method which is less dependent with both specific users and specific positions of the smartphone. Based on the proposed method, we implement a real-time activity recognition system working on an Android smartphone. Throughout some experiments with 6642 examples collected from different users and different positions, we investigate the performance of our activity recognition system.

Relationships Among User Group, Gender and Self-disclosure in Social Media

  • Jang, Phil-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.4
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    • pp.25-31
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    • 2018
  • In recent years the privacy issue on social media is often being discussed. The purpose of this study is to explore the relationships among user gender, user group according to user activity level (highly active vs less active) and self-disclosure in social media. We collected a total of 180 million tweets issued by 13 million twitter users for 12 months and investigated attributes of tweet (user's profile, profile image, description, geographic information, URL) which are related to self-disclosure and boundary impermeability. The results show there are significant (p<0.001) interactions between user gender, user group and each attribute of tweet that are related to self-disclosure and show that the patterns of self-disclosure are different across attributes. The results also show that the mean self-disclosure scores and boundary impermeability of top 10% highly active users are significantly higher than other less active users for all genders.

Unraveling the relationship between the dimensions of user experience and user satisfaction in metaverse: A Mixed-methods Approach (메타버스 이용자 경험요인이 만족도에 미치는 영향: 텍스트 마이닝과 계량 분석 혼합방법론)

  • Jeong, Da Hyeon;Kim, Hee Woong;Yoon, Sang Hyeak
    • The Journal of Information Systems
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    • v.32 no.3
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    • pp.19-39
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    • 2023
  • Purpose This study aims to identify user experience factors that can enhance both metaverse utilization and satisfaction based on the honeycomb model. For this we presented two research questions: first, what are the experience factors of metaverse users? Second, do metaverse user experience factors impact satisfaction? Design/methodology/approach To address these questions, a mixed-methodology approach is employed, including text mining techniques to analyze online reviews and quantitative econometric analysis to reveal the relationship between user experience factors and satisfaction. A total of 69,880 reviews and ratings data were collected. Findings The analysis revealed eight metaverse user experience factors: entertainment, operability, virtual reality, immersion, economic activity, visual performance, avatar, and sociality, all of which were found to have a positive impact on user satisfaction.

Supporting Media using XML-based Messages on Online Conversational Activity (온라인 대화 행위에서 XML 기반 메시지를 이용한 미디어 지원)

  • Kim, Kyung-Deok
    • The KIPS Transactions:PartB
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    • v.11B no.1
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    • pp.91-98
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    • 2004
  • This paper proposes how to support various media on online conversational activity using XML(extensible Markup Language). The method converts media information into XML based messages and handles alike conventional text based messages. The XML based messages are unified to an XML document, and then a HTML document is generated using the XML and an XSLT documents in a server. A user in each client can play or present media through the hyperlink that is associated media information on the HTML document. The suggested method supports use of various media (text, image, audio, video, documents, etc) and efficient maintenance of font size, color, and style on messages according to extension and modification of XML tags. For application, this paper implemented the system to support media that has client and server architecture on online conversational activity. A user in each client inputs text or media based message using JAVA applet and servlet on the system, and conversational messages on every users' interfaces are automatically updated whenever a user inputs new message. Media on conversational messages are played or presented according to a user's click on hyperlink. Applications for the media presentation are as follows : distance learning, online game, collaboration, etc.

Recommending Personalized POI Considering Time and User Activity in Location Based Social Networks (위치기반 소셜 네트워크에서 시간과 사용자 활동을 고려한 개인화된 POI 추천)

  • Lee, Kyunam;Lim, Jongtae;Bok, Kyoungsoo;Yoo, Jaesoo
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.64-75
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    • 2018
  • With the development of location-aware technologies and the activation of smart phones, location based social networks(LBSN) have been activated to allow people to easily share their location. In particular, studies on recommending the location of user interests by using the user check-in function in LBSN have been actively conducted. In this paper, we propose a location recommendation scheme considering time and user activities in LBSN. The proposed scheme considers user preference changes over time, local experts, and user interest in rare places. In other words, it uses the check-in history over time and distinguishes the user activity area to identify local experts. It also considers a rare place to give a weight to the user preferred place. It is shown through various performance evaluations that the proposed scheme outperforms the existing schemes.

A Study on Architecture Development Methodology for the Improvement in the Connection between User and Developer in the Defence R&D Program (국방 연구개발사업의 "운용자-개발자"간 연계성 향상을 위한 아키텍처 개발 방법에 대한 연구)

  • Choi, Jeong-Hun;Kang, Seok-Joong
    • Journal of the Korea Institute of Military Science and Technology
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    • v.13 no.6
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    • pp.1113-1120
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    • 2010
  • In this paper, we have proposed Architecture Development methodology which can connect both operational view and system view. The Functional Architecture can connect both user and developer, and it is located between Activity analysis and System analysis. We suggest the new architecture methodology using the Functional Architecture and it provides effect to analyze the connection between user(military) and developer(enterprise) in Defence R&D and the new Architecture with the feedback analyze activity on a point of system view and the new architecture make the functional architecture.