• Title/Summary/Keyword: User Interest

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A User Recognition Method based on Context Awareness in BLE Beacon-based Electronic Attendance System (BLE 비콘 기반 전자 출결 시스템에서의 상황인지를 기반으로 한 사용자 인식 기법)

  • Kang, Seung-Wan;Kim, Young-Kuk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.609-610
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    • 2017
  • As interest in IoT has increased recently, services using IoT devices and smart phones have been applied to various industries. Among them, the electronic attendance system has been built and serviced by various institutions, but There is a problem that the user recognition is not accurate yet. In this paper, we propose a context recognition based user recognition method that can improve the accuracy of user recognition part in a system based on BLE beacon among existing electronic attendance systems.

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Customization using Anthropometric Data Deep Learning Model-Based Beauty Service System

  • Wu, Zhenzhen;Lim, Byeongyeon;Jung, Hoekyung
    • Journal of information and communication convergence engineering
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    • v.19 no.2
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    • pp.73-78
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    • 2021
  • As interest in beauty has increased, various studies have been conducted, and related companies have considered the anthropometric data handled between humans and interfaces as an important factor. However, owing to the nature of 3D human body scanners used to extract anthropometric data, it is difficult to accurately analyze a user's body shape until a service is provided because the user only scans and extracts data. To solve this problem, the body shape of several users was analyzed, and the collected anthropometric data were obtained using a 3D human body scanner. After processing the extracted data and the anthropometric data, a custom deep learning model was designed, the designed model was learned, and the user's body shape information was predicted to provide a service suitable for the body shape. Through this approach, it is expected that the user's body shape information can be predicted using a 3D human body scanner, based upon which a beauty service can be provide.

Interest area of game player through extraction of foreground Image (포그라인드 이미지 추출을 통한 게임 플레이어 관심 영역)

  • Lee, MyounJae
    • Journal of the Korea Convergence Society
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    • v.8 no.11
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    • pp.271-277
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    • 2017
  • In the image processing, foreground image extraction is mainly applied to recognize a moving object or an object. In the game, the objects included in the foreground image can be mainly characters, non player characters, items, and the like. These objects can be the player's primary concern with objects that are the target of players' movement, attack, defense, and collection. In this background, this research is a study to extract players' interest areas. To this end, first, the foreground image is extracted. Second, the extracted foreground image is accumulated for a certain period of time, and the image is displayed as a result image. The accumulated foreground image according to the play time helps to know the location and frequency of screen appearance of game objects. This study can help players design their interest areas and design an efficient UX/UI.

A Study on the School Library Staffs'Perceptions on the Operation of Elementary School Library User Education (초등학교 도서관 이용자교육에 대한 전담인력의 인식조사 연구)

  • Yooran Jeon;Eunyeong Kang
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.35 no.1
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    • pp.193-219
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    • 2024
  • This study aims to investigate and analyze the current status of user education and the school library staffs' perceptions in elementary school libraries in Gyeongnam, and then to propose a plan to improve user education in school libraries. Among the 168 school libraries in the Gyeongsangnam-do where librarians are deployed, 120 that responded to the survey were selected as research subjects. The contents of the study include the contents and methods of user education, the status of librarian education for user education, school library staffs understanding and interest in user education, school library staffs' perceptions of the necessity and effectiveness of user education, and school library staffs' efforts to strengthen capacity of user education. Based on the current status of user education and the results of the school library staffs' perceptions survey, the following are proposed as a way to improve user education of the school library: 1) expanding librarian education opportunities for user education, 2) development and distribution of educational materials that diversify the content and level of each grade, 3) organizing normal school hours for user education, 4) continuous efforts to strengthen capacity for user education.

Scalable Search based on Fuzzy Clustering for Interest-based P2P Networks

  • Mateo, Romeo Mark A.;Lee, Jae-Wan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.1
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    • pp.157-176
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    • 2011
  • An interest-based P2P constructs the peer connections based on similarities for efficient search of resources. A clustering technique using peer similarities as data is an effective approach to group the most relevant peers. However, the separation of groups produced from clustering lowers the scalability of a P2P network. Moreover, the interest-based approach is only concerned with user-level grouping where topology-awareness on the physical network is not considered. This paper proposes an efficient scalable search for the interest-based P2P system. A scalable multi-ring (SMR) based on fuzzy clustering handles the grouping of relevant peers and the proposed scalable search utilizes the SMR for scalability of peer queries. In forming the multi-ring, a minimized route function is used to determine the shortest route to connect peers on the physical network. Performance evaluation showed that the SMR acquired an accurate peer grouping and improved the connectivity rate of the P2P network. Also, the proposed scalable search was efficient in finding more replicated files throughout the peer network compared to other traditional P2P approaches.

The Impact of SNS Advertising Attribute on Advertising Likeability and Purchase Intention: A Comparison of Difference According to Use Motive and Use Intensity of SNS (SNS 광고속성이 광고호감도와 구매의도에 미치는 영향: SNS 이용동기 및 이용강도에 따른 차이 비교)

  • Kim, Hwa-Dong
    • Journal of the Korea Convergence Society
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    • v.11 no.11
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    • pp.155-163
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    • 2020
  • This study investigated experimentally how factors of SNS advertising attribute impact on advertising likeability and purchase intention according to use motive and use intensity of SNS. Firstly showing difference according to use motive of SNS, in user of motive to managing human relation, reliability of advertising contents has effect the largest and entertainment of advertising interest has effect also as important factor. In user of motive to sharing interest information, irritation of advertising on using SNS has effect the largest negatively and information of advertising's information offering capability has effect larger as positive factor. Next showing difference according to use intensity of SNS, in user of high intensity, reliability and information of advertising contents has effect larger than other factors. In user of low intensity, irritation of advertising has effect the largest negatively and other factors have effect very small. This results can provide a practical contribution that explains important factors in producing effective SNS advertising according to using behavior characteristics of SNS.

Multi-Modal User Distance Estimation System based on Mobile Device (모바일 디바이스 기반의 멀티 모달 사용자 거리 추정 시스템)

  • Oh, Byung-Hun;Hong, Kwang-Seok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.2
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    • pp.65-71
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    • 2014
  • This paper present the multi-modal user distance estimation system using mono camera and mono microphone basically equipped with a mobile device. In case of a distance estimation method using an image, we is estimated a distance of the user through the skin color region extraction step, a noise removal step, the face and eyes region detection step. On the other hand, in case of a distance estimation method using speech, we calculates the absolute difference between the value of the sample of speech input. The largest peak value of the calculated difference value is selected and samples before and after the peak are specified as the ROI(Region of Interest). The samples specified perform FFT(Fast Fourier Transform) and calculate the magnitude of the frequency domain. Magnitude obtained is compared with the distance model to calculate the likelihood. We is estimated user distance by adding with weights in the sorted value. The result of an experiment using the multi-modal method shows more improved measurement value than that of single modality.

A Study on Information Service System Satisfaction Survey (정보서비스시스템 만족도 조사에 관한 연구)

  • Moon, Byung-Ju;Kim, Chang-Su;Song, Jong-Chul;Son, So-Hyun;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.5
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    • pp.835-844
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    • 2009
  • Lately, influence of information rises and interest about estimation satisfaction of information service is rising. However, It requires complicated and various method that measure and evaluate correct value of information service by various attributes of information. Also function and efficiency of information offer service are important. Therefore, interest for satisfaction survey to heighten contents satisfaction of information offer service, service satisfaction, satisfaction of user of system satisfaction is increased. Therefor in This paper, measures lTFlND's User Satisfaction Index and establish information offer service strategy that improve. And wish to draw improvement way and present improvement method and way after direction through results of measurements of user satisfaction index in information offer service field.

Analysis on Interesting Element of Mobile Application Using User Reviews (사용자 리뷰를 이용한 모바일 어플리케이션의 관심 요소 분석)

  • Kim, Kyoung-Nam;Choi, Dong-Seong;Lee, Kang-Moo;Lee, Myoun-Jae
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.431-438
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    • 2012
  • Recently, many mobile applications have been developed and published by increasing popularity of smart phone's market. However, a lack of research work is an issue for mobile applications' favoritism to users. In this paper, we have determined the acceptance factors on the existing smart phone applications in order to fit into mobile user's requirements. In addition, we have defined the modification of acceptance factors which are the interesting element of mobile applications, code users reviews of top 20 paid applications among android market applications, and analyse on what element can attract users' interest of mobile applications. As a result, we propose a development method of mobile applications based on the analyzed interesting elements. Our contribution is to provide useful information to mobile application companies for helping them to develop and publish successful mobile applications.

A study on the User Experience in SNS shopping service -Focused on Instagram- (SNS 쇼핑 서비스의 사용자 경험 연구 -인스타그램을 중심으로-)

  • Kim, Go-Eun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.407-413
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    • 2019
  • The purpose of this study is to measure the shopping experience of a more specific SNS shopping service, limited to shopping through the Instagram of the Millennial Generation. Based on the AISAS purchasing phase, a qualitative study was conducted on the user experience of SNS shopping services in parallel with the survey and in-depth interviews. As a result of the study, the aesthetic experience appeared mainly in the Attention stage and the Interest stage, the emotional experience in the Action stage and the Share stage, and the cognitive experience in the Search stage. While there have been many empirical studies on the impact of SNS on consumer behavior to date, this study is meaningful in that it has led to a contextual study of the user experience on SNS shopping services. The research is expected to help establish a brand and service strategy differentiated from existing mobile shopping services when providing SNS shopping services in the future.