• Title/Summary/Keyword: User Data Elements

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An Empirical Study on End-user's Perception and Acceptance of Mobile Office (모바일 오피스에 대한 이용자 인식과 수용에 관한 실증 연구)

  • Lee, Ji Eun
    • Journal of Information Technology Applications and Management
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    • v.19 no.4
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    • pp.97-113
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    • 2012
  • In order to implement the real-time enterprise (RTE) and smart work effectively, many companies have introduced a mobile office. A mobile office improves employee productivity and increases ability to respond to business opportunities by helping employee manage their business anytime and anywhere. However, it also raises the user's stress level. We conducted in-depth interviews with users to assess user's perception of a mobile office according to Saaty's BOCR model. Based on the results of the interviews, we set variables affecting user's perception of the mobile office using factor analysis. This study revealed that support for real-time business, support for communication and collaboration, and information processing quality were positively related to continuous intention to use mobile office. Further study demonstrated that three variables have mediating effect between the psychological stress and continuous intention to use. This result implies that the system quality and function are the key elements of mobile office and may contribute to the continuous use.

Code Development of Automatic Mesh Generation for Finite Element Method Using Delaunay Triangulation Method (Delaunay 삼각화에 의한 유한요소 자동 생성 코드 개발에 관한 연구)

  • Park Pyong-Ho;Sah Jong-Youb
    • 한국전산유체공학회:학술대회논문집
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    • 1996.05a
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    • pp.111-117
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    • 1996
  • The Delaunay triangulation technique was tested for complicated shapes of computational domain. While a simple geometry, both in topology and in geometry, was discretized well into triangular elements. a complex geometry often failed in triangularization. A complex geometry should be devided into smaller sub-domains whose shape is simple both topologically and geometrically. The present study developed the data structures not only for relationships among neibering elements but also for shape information, and coupled these into the Delaunay triangulation technique. This approach was able to enhance greatly the reliability of triangularization specially in complicated shapes of computational domains. The GUI (Graphic User Interface) and OOP (Object-Oriented Programming) were used in order to develop the user-friendly and efficient computer code.

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The Noise Analysis of Ship HVAC System Based on GUI Modeling (GUI Modeling을 기반으로한 선박의 HVAC System 소음 해석)

  • 이철원;김노성;최수현
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2001.11b
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    • pp.1300-1305
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    • 2001
  • One of the main noise sources in cabin onboard ships is HVAC system. Up to now, the HVAC system designer manually calculates the HVAC system noise, or uses the program that is generally based on text user interface. In such a case, it is difficult to use the program and also to obtain the flow induced noise. In this study, the HVAC noise analysis program has been developed, which is based on GUI user interface that include 3.D modelling and model modification modules. For calculation of the insertion loss of HVAC system elements, NEBB experimental data and plane wave theory are used. And in order to obtain the flow rate information in each HVAC elements which is used to calculate the flow induced noise calculation, Global Converging Newton-Rapson Method is used.

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Mobile Subscriber Roaming n Different Mobile Networks Using UIM and PASM

  • Park, Jeong-Hyun;Yang, Jeong-Mo
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11a
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    • pp.445-448
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    • 2003
  • During a time when cellular systems are being deployed in massive scale worldwide, international roaming is becoming increasingly important. This paper presents UIM (User Identification Module) for mobility support, authentication, and service portability between different mobile systems. We also introduce network model based on PASM(Portable Authentication and Mobility Service Machine) which will support signaling protocol and user information conversions with database for roaming between different mobile networks. Stored data types and elements in UIM, logical data structure and configuration, and registration procedures are described here in the case of DCN (Digital CDMA (Code Division Multiple Access) Network System) and GSM (Global System for Mobile Communications).

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A Study on Proposing an Interaction Design Prototype that Reflects User Behavior Elements for VR Collaboration Tool (VR 협업 툴을 위한 사용자 행동 요소를 반영한 인터랙션 디자인 프로토타입 제안 연구)

  • Shin, Jongeun;Kang, Jeannie
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.645-661
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    • 2024
  • Today, the development of new technologies due to the 4th industrial revolution requires work performance methods such as non-face-to-face collaboration. In response to this, various VR collaboration tools are emerging, but VR collaboration tools for brainstorming, which are used in collaboration or design development work, are not provided. Therefore, despite the advantages and possibilities of VR for non-face-to-face collaboration, there are limitations in practical use. Accordingly, the development of VR collaboration tools in a digitalized work environment is necessary, and research on UI design development for this is required. The purpose of this study is to propose a VR collaboration tool prototype by developing an interaction UI design that applies user hand behavior elements that appear during collaboration sessions through user research. This study was a qualitative study. The research method was to conduct user research through observation and in-depth interviews, and as a result of analyzing the data obtained from this, five types of user hand behavior elements were derived. In this study, an interaction UI design was developed that reflects hand gestures as behavioral elements. And using Unity and the Oculus Integration SDK Kit, we created a prototype VR collaboration tool that can be used without a controller. As a result of conducting a user evaluation of the prototype produced in this study, it was found that users had difficulty making hand gestures accurately, and it was possible to find areas for improvement in UI design. It is expected that this study will help develop interaction UI design for VR collaboration tools that can increase work efficiency.

A Study for Suggesting Online Reference Resources' Metadata Elements Based on the Users' Perceptions (이용자 인식조사를 기반으로 한 참고정보원 메타데이터 항목 제안에 관한 연구)

  • Noh, Young-Hee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.21 no.2
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    • pp.81-96
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    • 2010
  • This study aimed to suggest metadata elements for online reference resource systems based on users' perceptions. We surveyed librarians in four types of libraries, asking them indicate the need for each of 17 metadata elements. The survey results were compared to the current data input rates of the system, which has been operating for the past two years. Based on both the respondent data and current data input rates, we suggested that title, description, subject, creator, type, identifier, language, coverage, location, and tag elements must be included in the system as the metadata elements for online reference resources. n addition, the input rates of creator and copyright were 20.20% and 18.30%, respectively, but the respondents answered that these items were needed 82.15% and 82.77%, respectively. Therefore, these two items are necessary as metadata elements. On the other hand, the data input rates of type, source, date, relation, and contribution were less than 3%, but almost 70% of respondents answered that all these items were needed. So further research should be performed to determine whether or not these items are needed for online reference resource systems.

A Study of the Influence of The Interesting Elements of Public Welfare Games on the User's Game Experience - Focused on 'Mountaineering LightsUp' (공익성게임의 재미요소가 유저의 게임체험에 미치는 영향 분석 - <등산행동(燈山行动)>사례를 중심으로)

  • Jeon, Wan-Sin;Kyung, Byung-Pyo
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.323-329
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    • 2021
  • Based on the research of the Public Welfare Games 'Mountaineering LightsUp', which is the main theme of helping the disadvantaged in society, this study uses the questionnaire method to obtain user data, and collects the data by using AMOS analysis for the effect of game interest elements on the experience of players. The results showed that the interesting elements (goal, obstacles, sense of belonging, atmosphere, story, information, and player to player communication) of the game were positively influenced by the experience of the game. And the questionnaire showed that the game still had problems such as playing simple, difficulty, lack of popularity, lack of feedback, and lack of storytelling. This paper also puts forward some proposals for these deficiencies. In future research, the research sample will be expanded, the research content will be improved, and the future Public Welfare Games will be designed and developed.

The Influence of User Experience Elements of Digital Music Access Platform on User Loyalty: Mediation Effect of Usefulness Perception, Epidemic Perception

  • Zhang, Weiwei
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.7
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    • pp.45-52
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    • 2019
  • With the popularity of mobile Internet and smart phones, the domestic digital music access platform has entered a period of rapid development. Existing studies in the academic circle have shown that experience has a positive impact on user perception and loyalty. However, the research on the relationship between brand loyalty, user perception and user experience of Internet products has not received much attention. Starting from the brand loyalty theory and user experience theory, this paper explores the mechanism of user experience, user perception and brand loyalty of digital music access platform. Based on the development status of digital music access platform in China, the purpose is to explore how the user experience of the mainstream digital music access platform can affect Usefulness Perception, Epidemic Perception. And to explore how the Usefulness Perception, Epidemic Perception can affect users' brand loyalty. also further explore the role of users' perception in this process to understand the relationship between brand and user experience. In practical operations, 398 formal questionnaires were issued online to collect first-hand data, and reliability analysis, factor analysis, correlation analysis and hypothesis analysis were carried out successively on the data in the later stage. Through research, it is found that the user experience of digital music access platform has a partial significant impact on the perception and loyalty of applications. The visual presentation and emotional feelings of digital music access platform are positively correlated with the perceived usefulness of applications. The visual presentation and emotional feelings of digital music access platform are positively correlated with the perceived popularity of applications. The e perceived usefulness and perceived popularity of the digital music access platform are positively correlated with the loyalty of the application. Through this research, it has certain guiding significance to the promotion of digital music access platform's brand loyalty degree.

The Influence Factors on the Numbers of Visitors and Reference Room Users of Public Libraries: Based on the National Libraries Statistical Data 2018 (공공도서관 방문자수 및 자료실이용자수에 미치는 영향요인 - 2018년 전국도서관통계를 바탕으로 -)

  • Lee, Kyeong-Jin
    • Journal of the Korean Society for Library and Information Science
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    • v.54 no.2
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    • pp.105-125
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    • 2020
  • This study attempts to identify the influence factors on the numbers of visitors and reference room users of public libraries through log-log multiple regression models, using the Korean National Libraries Statistical Data 2018. The fact found is summarized as follows; Even though books collection and seating capacities might be the most important factors in attraction of visitors and reference room users to public libraries in the past when the storage and propagation of knowledge and information was the top function of public libraries, very various and compound factors such as cultural or lifetime education programs, library operation, and user activities have an effect on inducing people to visit and use public libraries at present. This means that these days, public libraries are being transformed into some kinds of comprehensive cultural center where software elements such as cultural programs, user education, events, budget, membership, opening days, building style and age, and group activities rather than hardware elements such as books, literature material, and facilities constitute their essential parts in connection with visitor and user induction.

A Study on the Operation of Education Using Library Using Flip Learning Techniques: Focusing on ubiquitous E-learning that reflects gaming elements

  • KIM, KiTae;WOO, HoSung
    • Fourth Industrial Review
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    • v.2 no.2
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    • pp.1-9
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    • 2022
  • Purpose - The purpose is to present an efficient library-use education model in the form of flip learning, reflecting traditional teaching methods and gamification elements even in such non-face-to-face and face-to-face situations after COVID-19. Research design, data, and methodology - Research on library use education, research on ubiquitous environment and gamification instructional design, flip the learning, and gamification elements are classified, compared, and analyzed to present educational models for library education, COVID-19 Pandemic situation, and subsequent library use education. Result - We propose an e-learning content development strategy for flipped learning-based library education. First, benchmark and use the existing educational contents. Second, a user-friendly interface is configured so that learners can flexibly organize their learning contents. Third, it allows learners to experience it directly or indirectly in a virtual space. Conclusion - If the e-learning environment can be standardized to the level of schools or educational institutions, a good educational model that can be used not only in library user education but also in other fields will be possible.