• Title/Summary/Keyword: User Based Services

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An Analysis of Quality Attributes and Service Satisfaction for Artificial Intelligence-based Guide Robot (인공지능 안내 로봇 서비스 만족도와 품질 속성 분석)

  • Miyoung Cho;Jaehong Kim;Daeha Lee;Minsu Jang
    • The Journal of Korea Robotics Society
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    • v.18 no.2
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    • pp.216-224
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    • 2023
  • Guide robots that provide services in public places have recently emerged as a non-face-to-face solution with the spread of COVID-19 and are growing. However, most guide robots provide only the same level of intelligence and the same interaction in different and changing environments. Therefore, its usefulness is limited and customers' interest is quickly lost. To solve this problem, it is necessary to develop social intelligence that can improve the robot's environment and situational awareness performance, and to continuously maintain customer interest by providing personalized and situational services. In this study, we developed guide robot services based on social HRI components that provides multi-modal context-aware. We evaluated service usefulness by measuring user satisfaction and frequency of use of the service through the survey. We analyzed the service quality attributes to identify the differentiating factors of guide robot based on social HRI components.

Experience Innovation and Business Strategy : Design for User Experience(UX) in New Product Development(NPD) (경험 혁신과 경영 전략 : 신제품 개발 과정에서의 사용자 경험 디자인(Design for User Experience))

  • Shin, Youngsoo;IM, Chaerin;Lee, Sunwha;Kim, Jinwoo
    • Journal of Information Technology Services
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    • v.14 no.2
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    • pp.231-251
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    • 2015
  • User Experience (UX) and Experience Innovation have been emphasized in the process of New Product Development (NPD). However, previous works which were conducted within the theme of UX mostly focused on the fragmentary aspects of user's experience in a specific usage-context only. For this reason, it is always hard to deal with questions on how to define the abstract concept of UX and how to apply this important keyword in actually NPD process both for satisfying potential users and for setting a market strategy. To address this issue, we focused on the fact that UX has an aspect of composition like pattern and structure. It means that we can understand the context of UX with clarifying characteristics of relations between user and experiential objects. Also, we referred to two sub-concepts of Complexity, Density and Centrality, as representative characteristics of relations in usage-context. Based on this theoretical background, we attempted to find UX design principles and concepts for NPD from the actual example cases of products and services in the real market. From these whole study process, we expect that our findings could have implications for academic and practical areas within the theme of Human-Centered Innovation.

Virtual Reality-Based Library User Education Program Development

  • Lim, Seong-Kwan
    • Journal of Information Science Theory and Practice
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    • v.9 no.4
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    • pp.63-74
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    • 2021
  • Virtual Reality (VR) is one of the core components of the fourth industrial revolution as a technology that makes the virtual world feel as if it is real. VR is being used in various fields such as entertainment, advertisement, education, medical care, training, sports, and tourism, as well as providing contents for such things as games and videos. Libraries are already looking for ways to utilize VR from various angles, such as operating experiential programs. The purpose of this thesis is to develop and propose a VR-based library user education program. In order to achieve the purpose of the study, we analyzed previous studies from a theoretical perspective to find a way to construct a user education program, and also to derive possible implications based on examples of countries such as the United States and Korea that are already introducing and applying VR technology to library services. Therefore, the user education program proposed in this study can be used as a basic building block when many libraries want to develop VR-based programs in the future.

A Spatiotemporal Location Prediction Method of Moving Objects Based on Path Data (이동 경로 데이터에 기반한 이동 객체의 시공간 위치 예측 기법)

  • Yoon, Tae-Bok;Park, Kyo-Hyun;Lee, Jee-Hyong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.16 no.5
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    • pp.568-574
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    • 2006
  • User adaptive services have been important features in many applications. To provide such services, various techniques with various kinds of data are being used. In this paper, we propose a method to analyze user's past moving paths and predict the goal position and the path to the goal by observing the user's current moving path. We develop a spatiotemporal similarity measure between paths. We choose a past path which is the most similar to the current path using the similarity. Based on the chosen path, user's spatiotemporal position is estimated. Through experiments we confirm this method is useful and effective.

Context-based Service Reasoning Model Based on User Environment Information (사용자환경정보 기반 Context-based Service 추론모델)

  • Ko, Kwang-Eun;Jang, In-Hun;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.7
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    • pp.907-912
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    • 2007
  • The present level of ubiquitous computing technology have developed to the point where Home-server provides services that user require directly for user in the intelligent space. But it will need intelligent system to provides more active services for user in the near future. In this paper, we define the environment information about situation that user is in as Context, and collect the Context that stereotype as 4W1H form for construct the system that can decision service will be provide from information about a situation that user is in, without user's involvement. Additionally we collect information about user's emotional state, use these informations as nodes of Bayesian network for probabilistic reasoning. From that, we materialize Context Awareness system about it that what kind of situation user is in. And, we propose the Context-based Service reasoning model using Bayesian Network from the result of Context Awareness.

Ticket-Based Authentication Protocol Using Attribute Information over Home Network (홈네트워크 상에서 속성정보를 이용한 티켓기반의 인증 프로토콜)

  • Lee, Won-Jin;Kim, Kee-Won;Kim, HyunSung
    • IEMEK Journal of Embedded Systems and Applications
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    • v.7 no.1
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    • pp.53-59
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    • 2012
  • Recently, LEE et al. proposed an attribute-based authenticated key agreement protocol over home network, which aimed to support authentication and key agreement between user and home server. However, if the home server is attacked in the protocol, the effects are influenced to the overall home network components severly. Thereby, this paper proposes a new ticket-based authentication protocol using user attributes between user and home devices to solve the problem. The proposed protocol supports the various levels of security to user by diversifying the network accessibility depending on user attribute. Thereby, the protocol could support more secure home network services.

Development of User-customized Device Intelligent Character using IoT-based Lifelog data in Hyper-Connected Society (초연결사회에서 IoT 기반의 라이프로그 데이터를 활용한 사용자 맞춤형 디바이스 지능형 캐릭터 개발)

  • Seong, Ki Hun;Kim, Jung Woo;Sul, Sang Hun;Kang, Sung Pil;Choi, Jae Boong
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.6
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    • pp.21-31
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    • 2018
  • In Hyper-Connected Society, IoT-based Lifelog data is used throughout the Internet and is an important component of customized services that reflect user requirements. Also, Users are using social network services to easily express their interests and feelings, and various life log data are being accumulated. In this paper, Intelligent characters using IoT based lifelog data have been developed and qualitative/quantitative data are collected and analyzed in order to systematically grasp emotions of users. For this, qualitative data through the social network service used by the user and quantitative data through the wearable device are collected. The collected data is verified for reliability by comparison with the persona through esnography. In the future, more intelligent characters will be developed to collect more user life log data to ensure data reliability and reduce errors in the analysis process to provide personalized services.

ILOCAT: an Interactive GUI Toolkit to Acquire 3D Positions for Indoor Location Based Services (ILOCAT: 실내 위치 기반 서비스를 위한 3차원 위치 획득 인터랙티브 GUI Toolkit)

  • Kim, Seokhwan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.7
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    • pp.866-872
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    • 2020
  • Indoor location-based services provide a service based on the distance between an object and a person. Recently, indoor location-based services are often implemented using inexpensive depth sensors such as Kinect. The depth sensor provides a function to measure the position of a person, but the position of an object must be acquired manually using a tool. To acquire a 3D position of an object, it requires 3D interaction, which is difficult to a general user. GUI(Graphical User Interface) is relatively easy to a general user but it is hard to gather a 3D position. This study proposes the Interactive LOcation Context Authoring Toolkit(ILOCAT), which enables a general user to easily acquire a 3D position of an object in real space using GUI. This paper describes the interaction design and implementation of ILOCAT.

An Exploratory Study of Consumer's Participation and Diffusion of Internet UCC-based on Digital Contents Services (인터넷 UCC 기반 디지털콘텐츠 서비스의 소비자 참여와 확산에 관한 연구)

  • Kim, Yeon-Jeong
    • Journal of Families and Better Life
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    • v.27 no.3
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    • pp.201-212
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    • 2009
  • The purpose of research is to investigate patterns and diffusion of consumer participation on Internet UCC based on digital contents services. A sample survey of internet users was conducted, responses were collected from 629 respondents and consumer streaming data were analyzed. Some of the practical implications of the results are follows. Research can find out that patterns of user participation in UCC. The major genres of UCC are like daily lives of individuals, humors, parodies of star entertainers and types of contents like still pictures or images, texts are relatively highly generated comparing with multimedia UCC. Although participants have been being increased in UCC recently, the consumers as prosumers who are classified in contents generating group are ten percents at the most. In generating community-based UCC such as posting answers of questions and activities in Blog, prosumers who are in contents making group(recreational group) show more positive attitudes than simple participants(consuming only). The results of multiple regression analysis indicated that fun & entertainment, arousal, self-expression, user friendly web interface variable commonly posited a significant effect in multimedia UCC Services between two groups. Information sharing and perceived usefulness posited a significant effect in recreational group.

Semantic User Profiles Manager based on OSGi (OSGi기반 시맨틱 사용자 프로파일 관리자)

  • Song, Chang-Woo;Kim, Jong-Hun;Chung, Kyung-Yong;Rim, Kee-Wook;Lee, Jung-Hyun
    • The Journal of the Korea Contents Association
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    • v.8 no.8
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    • pp.9-18
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    • 2008
  • Research is being made for users' convenient access to services such as personalized data and contents services. The use of information and the fusion of services in various devices and terminals suggest the necessity to know what personalization mechanism is used to provide high quality contents at a time and place desired by users. Existing mechanisms are not easy to be handled by other service providers because each service provider has different preference and personal information, and are very inconvenient because service users have to set up and manage by themselves. Thus, the present paper proposes a Semantic User Profiles Manager based on OSGi, middleware for the provision and extension of semantic services, in order to manage users' profiles dynamically regardless of service provider. In addition, this paper defines a personalized semantic profile that enables user profiling, ontological domain modeling and semantic reasoning. In order to test the validity of this paper, we implemented semantic profiles into a bundle running based on OSGi. When users enter the range of the service area and use various devices, the semantic service matches in correspondence with semantic user profiles. The proposed system can easily extend the matching of services to user profiles and matching between user profiles or between services.