• Title/Summary/Keyword: User Influence

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Predicting the splitting tensile strength of manufactured-sand concrete containing stone nano-powder through advanced machine learning techniques

  • Manish Kewalramani;Hanan Samadi;Adil Hussein Mohammed;Arsalan Mahmoodzadeh;Ibrahim Albaijan;Hawkar Hashim Ibrahim;Saleh Alsulamy
    • Advances in nano research
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    • v.16 no.4
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    • pp.375-394
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    • 2024
  • The extensive utilization of concrete has given rise to environmental concerns, specifically concerning the depletion of river sand. To address this issue, waste deposits can provide manufactured-sand (MS) as a substitute for river sand. The objective of this study is to explore the application of machine learning techniques to facilitate the production of manufactured-sand concrete (MSC) containing stone nano-powder through estimating the splitting tensile strength (STS) containing compressive strength of cement (CSC), tensile strength of cement (TSC), curing age (CA), maximum size of the crushed stone (Dmax), stone nano-powder content (SNC), fineness modulus of sand (FMS), water to cement ratio (W/C), sand ratio (SR), and slump (S). To achieve this goal, a total of 310 data points, encompassing nine influential factors affecting the mechanical properties of MSC, are collected through laboratory tests. Subsequently, the gathered dataset is divided into two subsets, one for training and the other for testing; comprising 90% (280 samples) and 10% (30 samples) of the total data, respectively. By employing the generated dataset, novel models were developed for evaluating the STS of MSC in relation to the nine input features. The analysis results revealed significant correlations between the CSC and the curing age CA with STS. Moreover, when delving into sensitivity analysis using an empirical model, it becomes apparent that parameters such as the FMS and the W/C exert minimal influence on the STS. We employed various loss functions to gauge the effectiveness and precision of our methodologies. Impressively, the outcomes of our devised models exhibited commendable accuracy and reliability, with all models displaying an R-squared value surpassing 0.75 and loss function values approaching insignificance. To further refine the estimation of STS for engineering endeavors, we also developed a user-friendly graphical interface for our machine learning models. These proposed models present a practical alternative to laborious, expensive, and complex laboratory techniques, thereby simplifying the production of mortar specimens.

The impact of smart mobility customers' memorable experience on image and reuse intentions (스마트모빌리티 고객의 기억에 남는 이용경험이 이미지와 재이용의도에 미치는 영향)

  • Hong, Seokpyo;Chung, Namho
    • Journal of Service Research and Studies
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    • v.14 no.2
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    • pp.138-157
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    • 2024
  • Due to recent developments in smartphones, lifestyles centred around their use are rapidly changing across many societal areas. Mobility apps, widely used by a large number of people, have also become popular among tourists for travel purposes. This trend is exemplified by the premium taxi industry, which champions smart mobility services-an essential component of smart tourism-to attract tourists as customers. This study investigates how smart mobility service attributes influence memorable user experiences from the perspective of both residents and tourists. It also examines the consequent image of smart mobility and users' intentions to reuse these services. To this end, a survey and analysis were conducted with 320 registered customers of domestic premium taxi companies, which are expanding their services to cater to both residents and tourists. The analysis confirmed all hypotheses. Among the attributes of smart mobility, involvement played a crucial role in shaping the image of smart mobility, more so than refreshment or novelty. Furthermore, the image of smart mobility significantly impacted the intention to reuse it. Based on these findings, this study presents practical implications regarding which empirical factors should be managed from a smart mobility perspective to foster a positive image and encourage reuse.

Cybersickness and Experience of Viewing VR Contents in Augmented Reality (증강현실에서의 가상현실 콘텐츠 시청 경험과 사이버 멀미)

  • Jiyoung Oh;Minseong Jin;Zion Park;Seyoon Song;Subin Jeon;Yoojung Lee;Haeji Shin;Chai-Youn Kim
    • Science of Emotion and Sensibility
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    • v.26 no.4
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    • pp.103-114
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    • 2023
  • Augmented reality (AR) and virtual reality (VR) differ fundamentally, with AR overlaying computer-generated information onto the real world in a nonimmersive way. Despite extensive research on cybersickness in VR, its occurrence in AR has received less attention (Vovk et al., 2018). This study examines cybersickness and discomfort associated with AR usage, focusing on the impact of content intensity and exposure time. Participants viewed 30-minute racing simulation game clips through AR equipment, varying in racing speed to alter content intensity. Cybersickness was assessed subjectively using the Simulator sickness questionnaire (SSQ; Kennedy et al., 1993). Findings revealed a progressive increase in cybersickness with longer exposure, persisting even after removing the AR equipment. Contrarily, content intensity did not significantly influence cybersickness levels. Analysis of the SSQ subscales revealed higher oculomotor (O) scores compared to nausea (N) and disorientation (D), suggesting that discomfort primarily stemmed from oculomotor strain. The study highlights distinct differences in user experience between AR and VR, specifically in subjective responses.

Understanding Privacy Infringement Experiences in Courier Services and its Influence on User Psychology and Protective Action From Attitude Theory Perspective (택배 서비스 이용자의 프라이버시 침해 경험이 심리와 행동에 미치는 영향에 대한 이해: 태도이론 측면)

  • Se Hun Lim;Dan J. Kim;Hyeonmi Yoo
    • Information Systems Review
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    • v.25 no.3
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    • pp.99-120
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    • 2023
  • Courier services users' experience of violating privacy affects psychology and behavior of protecting personal privacy. Depending on what privacy infringement experience (PIE) of courier services users, learning about perceived privacy infringement incidents is made, recognition is formed, affection is formed, and behavior is appeared. This paradigm of changing in privacy psychologies of courier services users has an important impact on predicting responses of privacy protective action (PPA). In this study, a theoretical research framework are developed to explain the privacy protective action (PPA) of courier services users by applying attitude theory. Based on this framework, the relationships among past privacy infringement experience (PIE), perceived privacy risk (PPR), privacy concerns (i.e., concerns in unlicensed secondary use (CIUSU), concerns in information error (CIE), concerns in improper access (CIA), and concern in information collection (CIC), and privacy protective action (PPA) are analyzed. In this study, the proposed research model was surveyed by people with experience in using courier services and was analyzed for finding relationships among research variables using structured an equation modeling software, SMART-PLS. The empirical results show the causal relationships among PIE, PPR, privacy concerns (CIUSU, CIE, CIA, and CIC), and PPA. The results of this study provide useful theoretical implications for privacy management research in courier services, and practical implications for the development of courier services business model.

Analysis on the Viewing Intention of Mobile Personal Broadcasting by using Hedonic-Motivation System Adoption Model (모바일 개인방송 시청 요인 분석: HMSAM 모델을 중심으로)

  • Jae-Wan Lim;Byung-Ho Park
    • Information Systems Review
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    • v.18 no.4
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    • pp.89-106
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    • 2016
  • The latest movement in live video streaming service is mobile personal broadcasting (MPB), which refers to consumers accessing the service through social media with mobile devices, such as smartphones and tablet PCs. This service is possible through the advancements in mobile video technology and platforms. Features such as enhanced user interaction, personalization, and real-time broadcasting, combined with a greater variety of content, have led to the development of MPB. The increase in MPB users calls for research, including that on the hedonic motivational angle. This study aims to assess MPB users' intrinsic motives through the hedonic-motivation system adoption model (HMSAM) using seven factors: joy, temporal dissociation, escapism, focused immersion, perceived ease of use, perceived usefulness and intention to watch. Survey data collected from 154 samples were analyzed with statistical techniques, such as structural equation modeling. Results showed that time dissociation, escapism, and perceived ease of use have a positive relationship with heightened enjoyment. Joy significantly affects focused immersion and intention to watch. Escapism also had a statistically significant influence on focused immersion. This study contributes to the advancement of the MPB study under the HMSAM theoretical framework and offers practical suggestions to managers to enhance MPB content viewership.

A Study on Microbial Contamination according to Effective Management Strategies of Indoor Climbing Gym Holds (실내 클라이밍 짐 홀드의 관리방법에 따른 미생물 오염에 관한 연구)

  • Ji-In Kim;Hyejin Shin;Yujeong Jeong;Haesong Sher;Gitaek Oh;Yonghoo Park;Sungkyoon Kim
    • Journal of Environmental Health Sciences
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    • v.50 no.2
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    • pp.102-112
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    • 2024
  • Background: Despite the rise in the number of domestic indoor climbing gyms, there is a lack of specific hygiene standards and research on the holds installed in them. Holds can act as vectors for microbial transmission through the hands, posing a risk of infectious diseases, especially with damaged skin. Objectives: The aim of this study is to investigate the contamination level and species of microorganisms on holds according to the management methods practiced in indoor climbing gyms and identify effective strategies for reducing microbial contamination. Methods: We investigated factors that may influence microbial contamination of holds, including hold management methods, user information, and hygiene management at three climbing gyms in Seoul. A total of 72 holds were sampled, 18 for each management method of brushing, high-pressure washing, and ethanol disinfection. Samples were cultured on LB and blood agar at 37℃ for 48 hours to calculate CFUs. PCR assay targeting 16S rRNA was carried out to identify microorganisms. Dunn-Bonferroni was employed to see the microbial reduction effect of the management method and the difference in microbial contamination by management method and climbing gym. Results: As a result of microbial identification, microorganisms such as Bacillus, Staphylococcus, and Micrococcus, which were derived from various environments such as skin and soil, were discovered on the surface of the climbing hold. Among the discovered microorganisms, some species had potential pathogenic properties that could cause food poisoning, gastrointestinal disease, bacteremia, and sepsis. All hold management methods were effective in reducing microorganisms (p<0.05), with ethanol disinfection being the most effective (p<0.001). Conclusions: Our results indicate that there are potential pathogens on holds that demand thorough management for microbial prevention. Proposed methods include regular brushing and ethanol disinfection in addition to high-pressure washing with long cycles, which are the existing forms of hold management. Further studies on shoe management are advised to curb soil-derived microorganisms.

Three-dimensional thermal-hydraulics/neutronics coupling analysis on the full-scale module of helium-cooled tritium-breeding blanket

  • Qiang Lian;Simiao Tang;Longxiang Zhu;Luteng Zhang;Wan Sun;Shanshan Bu;Liangming Pan;Wenxi Tian;Suizheng Qiu;G.H. Su;Xinghua Wu;Xiaoyu Wang
    • Nuclear Engineering and Technology
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    • v.55 no.11
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    • pp.4274-4281
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    • 2023
  • Blanket is of vital importance for engineering application of the fusion reactor. Nuclear heat deposition in materials is the main heat source in blanket structure. In this paper, the three-dimensional method for thermal-hydraulics/neutronics coupling analysis is developed and applied for the full-scale module of the helium-cooled ceramic breeder tritium breeding blanket (HCCB TBB) designed for China Fusion Engineering Test Reactor (CFETR). The explicit coupling scheme is used to support data transfer for coupling analysis based on cell-to-cell mapping method. The coupling algorithm is realized by the user-defined function compiled in Fluent. The three-dimensional model is established, and then the coupling analysis is performed using the paralleled Coupling Analysis of Thermal-hydraulics and Neutronics Interface Code (CATNIC). The results reveal the relatively small influence of the coupling analysis compared to the traditional method using the radial fitting function of internal heat source. However, the coupling analysis method is quite important considering the nonuniform distribution of the neutron wall loading (NWL) along the poloidal direction. Finally, the structure optimization of the blanket is carried out using the coupling method to satisfy the thermal requirement of all materials. The nonlinear effect between thermal-hydraulics and neutronics is found during the blanket structure optimization, and the tritium production performance is slightly reduced after optimization. Such an adverse effect should be thoroughly evaluated in the future work.

A Case Study of Environmental Design from a Viewpoint of Hybrid and Features of User Experience (하이브리드와 이용자체험 특성으로 본 환경설계의 사례연구)

  • Jang, Il-Young;Kim, Jin-Seon
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.201-214
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    • 2006
  • Modern society is an age of vagueness and confusion. In addition, vagueness, complexity and variety are seen throughout art including modern philosophy, literature, and environmental design. A phenomenon like this shows that modern society has integrated different components as an organic relationship frequently crossing the boundary of fields. This feature can be regarded as hybrid related with accepting contradictory components and binding them into one under relationship between part and whole. As new design concept, presented are attitude to accept the two instead of attitude to select one of the alternatives, abundance instead of dearness, and ambiguity instead of simplicity. This principle has a crucial influence on creative design providing opposing contradiction and several alternative plans as non-deterministic form not completed one and, above all, useful information in mutual dependence and mutual relationship. When it comes to hybrid, therefore, a strategy is needed to consider layer of several fields getting out of standardizing space into a single space. As an event of this situation and concept, space experience means behaving freely based on experience of users' body. It can be known that this experience brings about users' more dynamic experience in comparison with the experience of seeing environmental design from a viewpoint of visual ism on the existing simplicity. Such a practical experience is subjective, synesthetic, and non-observational one. Therefore, hybrid has brought active users to the stage, which is distinguished from synesthesia felt through body's experience, not through observational attitude and visual space which achieve former balance and harmony with non-determination. That's because hybrid creatures are turning to a product resulted from creative imagination instead of from reappearance which makes text visualized. Such experience performed by user's active participation collapses the boundary between special elite-centered art and daily life and it is the present progressive form showing creation process of future events and new esthetic experience.

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Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

Development of Cotton Farming and Transformation of Rural Area in Sanliurfa Prefecture, Turkey (터키 샹르울파주 목화농업의 전개와 지역사회의 변화)

  • Kang, Sukkyeong
    • Journal of the Korean Geographical Society
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    • v.48 no.1
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    • pp.87-111
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    • 2013
  • Regional disparities between eastern and western regions is the most of serious problem for balanced regional development in Turkey. The Southeastern Anatolia Project (GAP) is being implemented to eliminate these regional development disparities. The work that was initially planned as predominantly for hydraulic energy production to utilize water resources of the Tigris and Euphrates rivers more effectively was later transformed into an integrated multi-sector regional development project. This study noted that this region had very limited cash crop production because of the constraints of semi-arid climate of the southeastern region, however, later, it has changed Turkey's major cotton producing region since Southeastern Anatolia Project carried out. Therefore, this study investigated background, process, and content of the Southeastern Anatolia Project with respect to high cotton productivity in this region and examined the dynamic changes of cotton productivity in this region. In addition, Sanliurfa prefecture is one of the main development axes of the Southeastern Anatolia Project, because government investments are concentrated on this prefecture. Therefore, this study examined the background and process of cotton farming growth in this prefecture. In 2011, Sanliurfa prefecture produced 37.6% of Turkey's total cotton production. This is mainly due to agricultural infrastructure expansion such as land consolidation, irrigation, roads and farm roads. Also, it is one of the main factor that subsidies paid to farmers for cotton cultivation. The introduction of irrigation has dramatically changed the direction of seasonal migration of this area. Prior to irrigation, this area had a serious social issue about out-migration for seasonal labor to other areas. However, the introduction of irrigation made this area that changed to in-migration and intramigration for cotton cultivation. Irrigation water is supplied to farmers through the WUAs (Water User Associations) that handed over irrigation water management, operation from DSI (General Directorate of State of Hydraulic Works). However, the WUAs are under the influence of Ashiret, a traditional feudal social structure. Because of this reason, it does not have an efficient management for farmers. Also, it is one of the reasons that this area does not have autonomous farmer organization.

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