• Title/Summary/Keyword: User Flow

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Investigating Ephemeral Gully Erosion Heads Due To Overland Flow Concentration in Nonpoint Source Pollution Control (비점오염원 관리에서 지표수 집중화로 인한 구강 침식점 조사 방법 연구)

  • Kim, Ik-Jae;Son, Kyong-Ho
    • Proceedings of the Korea Water Resources Association Conference
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    • 2007.05a
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    • pp.454-458
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    • 2007
  • Nonpoint source (NPS) pollution is a serious problem causing the degradation of soil and water quality. Concentrated overland flow is the primary transport mechanism for a large amount of NPS pollutants from hillslope areas to downslope areas in a watershed. In this study, a soil erosion model, nLS model, to identify transitional overland flow regions (i.e., ephemeral gully head areas) was developed using the kinematic wave overland flow theory. Spatial data, including digital elevation models (DEMs), soil, and landcover, were used in the GIS-based model algorithm. The model was calibrated and validated using gully head locations in a large agricultural watershed, which were identified using 1-m aerial photography. The model performance was better than two previous approaches; the overall accuracy of the nLS model was 72 % to 87 % in one calibration subwatershed and the mean overall accuracy was 75 to 89 % in four validation subwatersheds, showing that the model well predicted potential transitional erosion areas at different watersheds. However, the user accuracy in calibration and validation was still low. To improve the user accuracy and study the effects of DEM resolution, finer resolution DEMs may be preferred because DEM grid is strongly sensitive to estimating model parameters. Information gained from this study can improve assessing soil erosion process due to concentrated overland flow as well as analyze the effect of microtopographic landscapes, such as riparian buffer areas, in NPS control.

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Game Analysis for Next Generation User Interface based on Storytelling (차세대 스토리텔링기반 유저 인터페이스를 위한 게임분석)

  • Lee, Dae-Young;Kim, Seon-Ju;Yu, Hui-Beom;Won, Sun-Jin;Sung, Jung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.534-539
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    • 2008
  • Nowadays, UI(User Interface)'s main target area is getting larger from user's convenience oriented interface, to user's satisfaction oriented interface. In this study, we attempted 'Storytelling User Interface' for fulfillment of user's satisfaction. We analyzed UI in games, distinguished and clarified its effectiveness that conveys main contents and special features to its audience. The most important element in storytelling UI is 'Inherent Drama'. This was proved through the game analysis with Blizzard's 'Diablo', Sierra's 'Home world', Eden Games' 'Test Drive Unlimited', EA's 'Black And White', and Sony Entertainment's 'Eye Of Judgment'. And we divided storytelling elements into 3 pieces, Mood Design - that shows story's background, or traits, Natural Control - for user's feeling as a hero in the content, and Flow Directing - using animation, visual design and sound, etc. Via these elements, we can make the best use of background, icon, animation, every structures and flow in games. Finally, we embodied three pieces for putting in practice for effective improving interface.

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User Intention-Awareness System for Goal-oriented Context-Awareness Service

  • Lee, Jung-Eun;Yoon, Tae-Bok;Lee, Jee-Hyong
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.7 no.2
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    • pp.154-158
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    • 2007
  • As the technology developed, the system is being developed as the structure that is adapted to the intelligent environment. Therefore, the existing situation information system couldn't provide satisfactory service to the user as it provides service only by the information which it received from the sensor. This paper analyzed the problems of the existing user intention awareness system and suggested user intention awareness system to provide a stable and efficient service that fits to the intention of the user compensating this. This paper has collected the behavior data based on the scenario of the sequential behavior course of the user that occurs at breakfast time in the kitchen which is the home domain environment thai is closely related to our lives. This scenario course also showed the flow that the goal intentional user intention awareness system acted that it suggested, and showed the sequential course processing the user behavior data by tables and charts.

Study of deduction flow map on conversation toward the Embodied conversational agents in the Mobile Environment (모바일 상황에서 대화형 에이전트와 사용자의 대화 흐름도 도출 연구)

  • Choi, Yoo-Jung;Jo, Yoon-Ju;Park, Su-E
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.178-183
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    • 2008
  • The goal of this study is finding flow-map in conversation what is going on user and embodied conversational agent by analysing that conversation. Specifically, this study not only find elements of conversation, but also draw out patterns of conversation can be exist for dialogue ability between user and Embodied conversational agent. To do this, we collect data through in-depth one to one interview, and then we analysis collected data to try to find out element of user-agent conversation based on qualitative research refer to the theory of conversation analytics and type of conversation. As a result, six flow map is deducted Especially, the irregular conversation is hard to find in human-human conversation, and the frequency is the most in data. In addition, when elements of interruption came out, be hostile to partner or correct the press conversation. This study can have positive effect to embodied conversation agent developer, user and service offerer because this study find the type of conversation through analysis that between embodied conversational agent and user.

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A Study on Antecedents of User Addiction in Mobile Messenger Services (모바일 메신저 중독에 영향을 미치는 선행 요인에 관한 연구)

  • Kim, Byoungsoo
    • Journal of Digital Convergence
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    • v.12 no.3
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    • pp.95-103
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    • 2014
  • Given social problems of technology addiction such as games and mobile messenger services (MMSs), it have become important to understand theoretical mechanisms to generate technology addiction. In this vein, this study examined key antecedents of technology addiction in the MMS environment. We posit technology habit and user satisfaction as key predictors of technology addiction. In addition, the impacts of social interaction and flow on use's technology addition formation were investigated The research framework was tested by using survey data collected from 278 Kakaotalk users who have used more than 6 months. The analysis results found that both technology habit and user satisfaction play an important role in generating technology addiction in the MMS context. The findings of this study indicate that social interaction and flow significantly affects technology habit and user satisfaction. The analysis results help government and MMS providers establish policies or strategies to induce healthy MMS use.

Measurement Method of User's Gameplay Skill Level in a Computer Game (컴퓨터게임에서 유저의 게임플레이 숙련도 측정 방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.23-34
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    • 2012
  • Computer games should keep user's immersion for fun. Flow can be occured on the balance of user's game skill level and the difficulty level of the challenges by an immersion theory. Computer games can make automatic control of the challenge difficulty level but user's game skill makes difficult to know instantly its level on gameplay because the skill is decided by game goals, user tendency, or user experience. In this paper, we proposed a method of measurement of user's gameplay skill level that we can know the skill level instantly on gameplay. The proposed methods require to be implemented in the stages of the design and implementation of the computer game to be used. Computer games can keep continuously the balance of user's game skill level and the difficulty level of the challenges in order to occur flow immersion by using the proposed measurement method and automatic control methods of the difficulty of game challenges.

A Genetic Algorithm for Trip Distribution and Traffic Assignment from Traffic Counts in a Stochastic User Equilibrium

  • Sung, Ki-Seok;Rakha, Hesham
    • Management Science and Financial Engineering
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    • v.15 no.1
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    • pp.51-69
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    • 2009
  • A network model and a Genetic Algorithm (GA) is proposed to solve the simultaneous estimation of the trip distribution and traffic assignment from traffic counts in the congested networks in a logit-based Stochastic User Equilibrium (SUE). The model is formulated as a problem of minimizing a non-linear objective function with the linear constraints. In the model, the flow-conservation constraints are utilized to restrict the solution space and to force the link flows become consistent to the traffic counts. The objective of the model is to minimize the discrepancies between two sets of link flows. One is the set of link flows satisfying the constraints of flow-conservation, trip production from origin, trip attraction to destination and traffic counts at observed links. The other is the set of link flows those are estimated through the trip distribution and traffic assignment using the path flow estimator in the logit-based SUE. In the proposed GA, a chromosome is defined as a real vector representing a set of Origin-Destination Matrix (ODM), link flows and route-choice dispersion coefficient. Each chromosome is evaluated by the corresponding discrepancies. The population of the chromosome is evolved by the concurrent simplex crossover and random mutation. To maintain the feasibility of solutions, a bounded vector shipment technique is used during the crossover and mutation.

Multiple Vibration Signal Feedback for Mobile Devices (모바일 기기에서의 다중 진도 신호 피드백)

  • Yoo, Yongjae;Hwang, Inwook;Seo, Jongman;Choi, Seungmoon
    • Smart Media Journal
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    • v.1 no.4
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    • pp.8-17
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    • 2012
  • In this paper, we introduce the appoaches that aim to improve user experience in mobile device by the use of multiple vibration signal feedback, conducted by Haptics and Virtual Reality laboratory at POSTECH. We introduce current progresses of our 'Vibrotactile flow using multiple vibration actuators' and 'Real-time dual-channel haptic music player.' The 'Vibrotactile flow using multiple vibration actuators' produces vibrotactile flow sensations by using multiple actuators and that improves the information transfer on mobile devices. The 'Real-time dual-channel haptic music player' generates vibrotactile sensation by transforming auditory signal, which improves the user experience of mobile devices. These approaches can be good examples to fulfill the demands of better information transfer capability and user experience on mobile devices.

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Measuring User Success in the Electronic Government Environment (전자정부 성공도 측정수단 및 측정수단에 관한 연구)

  • Jung, Jin-Taek
    • Journal of Digital Convergence
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    • v.1 no.1
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    • pp.45-67
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    • 2003
  • Developing user success metric will make it possible to evaluate the effectiveness of different electronic government systems and will help produce empirical data relating user success to task performance in electronic government environments. The purpose of this study is that combining output-oriented and interaction-oriented variables together into a single model might explain more of the variance in the dependent variable user success in a electronic government than either type of variable could have explained alone. The hypothesized reason is that user success is the result of the reciprocal effects of the properties of the information system and several facets of psychological functioning. Thus, the complex interplay between the system and the user in certain situational contorts may produce different degrees of user success with electronic governments.

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Study on Transient Analysis for Flow Characteristics in DPF (DPF의 유동특성에 관한 과도해석 연구)

  • Shin, Dong-Won;Yoon, Cheon-Seog
    • Transactions of the Korean Society of Automotive Engineers
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    • v.18 no.1
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    • pp.131-138
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    • 2010
  • Because real flow of engine exhaust is very hot and highly transient, it may cause thermal and inertial loads on catalyzed filters in DPF. Transient and detailed flow and thermal simulations are necessary in this field. To assess the importance of time dependent phenomena, typical cone-type configuration such as an underbody DPF is selected for steady and transient analysis. User defined functions of FLUENT by sinusoidal inlet velocities are written and integrated with main solver for realistic simulation. Also, 4-cylinder and 6-cylinder engines for 3,000 L class are considered for the dynamic exhaust effect of engine type. Key parameters to understanding of catalyst performance and durability issues such as flow uniformity index and peak velocity are investigated. Also, pressure drop for engine power are considered. From the simulation results for three different cases, proper approach is recommended.