• 제목/요약/키워드: User Interest

검색결과 1,091건 처리시간 0.026초

Analysis of Reviews from Metaverse Platform Users Based on Topic Modeling

  • Jung Seung Lee
    • Journal of Information Technology Applications and Management
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    • 제31권3호
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    • pp.93-104
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    • 2024
  • This study conducts an in-depth analysis of user reviews from three leading metaverse platforms - Minecraft, Roblox, and Zepeto - using advanced topic modeling techniques to uncover key factors for business success. By examining a substantial dataset of user feedback, we identified and categorized the main themes and concerns expressed by users. Our analysis revealed that common issues across all platforms include technical functionality problems, user engagement and interest, payment concerns, and connection difficulties. Specifically, Minecraft users highlighted the importance of adventure and creativity, Roblox users expressed significant concerns about security and fraud, and Zepeto users focused heavily on the fairness of the in-game economy. The findings suggest that for metaverse platforms to achieve sustained success, they must prioritize the resolution of technical issues, enhance features that foster user engagement, ensure reliable connectivity, and address platform-specific concerns such as security for Roblox and payment fairness for Zepeto. These insights provide valuable guidance for developers and business strategists, emphasizing the need for robust technical infrastructure, engaging and diverse content, seamless user access, and transparent and fair economic systems. By addressing these key areas, metaverse platforms can improve user satisfaction, build a loyal user base, and secure long-term success in an increasingly competitive market.

Application of Motion Analysis to User Participation Behavior Model: Focused on Interactive Space

  • Kwon, Jieun;Nah, Ken
    • 대한인간공학회지
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    • 제33권3호
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    • pp.175-189
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    • 2014
  • Objective: The goal of this research is to develop new user behavior model using user motion analysis with microscopic perspective for attracting user's participation in interactive space. Background: The interactive space is 'human's place', which is made up of complex elements of digital virtual space and traditional analog and physical environment based on human-computer interaction system. Human behavior has changed in it at the same time. If the user couldn't make participation in interaction, the purpose of the system is not met, which reduces its effect. Therefore, we need to focus on interactive space that is potential future direction from a new point of view. Method: For this research, we would discuss and study fields of interactive space; (1) finding definition of interactive space and studying background of theory about it. (2) providing base of user behavior model with study of user's context that is to be user information and motion. (3) examining user motion, classify basic motion type and making user participation behavior model in phases. Results: Through this process, user's basic twenty motions which are systematized are taken as a standard for analysis of interaction process and participation in interactive space. Then, 'NK-$I^5$ (I Five)' model is developed for user participation types in interactive space. There are five phases of user participation behavior: Imperception, Interest, Involvement, Immersion, and Influence. In this analysis, three indicators which are time, motion types, and user relationship are found to be related to participation. Conclusion: The capabilities and limitation of this research is discussed to attract user participation. This paper focuses especially on contribution of design to lead user's participation in interactive system and expectation to help adapt to user centered design of various interactive space with new aspect of user behavior research. Application: The results of the 'NK-$I^5$ (I Five)' model might help to realize successful interactive space based on user centered design.

Personalization of Digital Contents

  • Lee Hyun-Jin;Kim Won-Il
    • International Journal of Contents
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    • 제2권2호
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    • pp.25-28
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    • 2006
  • In this paper, we present personalization that of important research fields recently. As the interest of individual becomes more diverse, more and more digital contents become personalized. Personalization makes users more satisfied by helping them to use the contents effectively. We discuss the type and the substantial interface of personalization that provides satisfaction to user.

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LCC 산정 시스템의 사용자인터페이스 설계 (User Interface Design for Life Cycle Cost Estimation System)

  • 양회령;신한우;김태희
    • 한국건축시공학회:학술대회논문집
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    • 한국건축시공학회 2012년도 춘계 학술논문 발표대회
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    • pp.149-150
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    • 2012
  • According to the increase of demand of the deteriorated building. The interest of the building's maintenance is continually increased, so studies about how to increase building's stability & prolonged life span are increased. This study's purpose is to maintain building's function, so we suggest a protocol type system of UI to estimate reasonable planning of demand of repair & replacement and to distribute budget.

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효율적인 스마트카드 사용자 인증 프로토콜 (An Efficient User Authentication Protocol using Smartcard)

  • 용승림;조태남
    • 한국컴퓨터정보학회논문지
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    • 제15권12호
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    • pp.109-116
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    • 2010
  • 개인 프라이버시 보호에 대한 관심이 증가하면서, 원격 시스템에서 사용자 익명성을 제공하는 스마트카드 기반의 인증 프로토콜에 대한 연구가 활발하게 진행되고 있다. 최근에는 사용자 익명성을 제공하는 기법과 더불어 악의적인 사용자를 추적할 수 있는 연구들이 제안되고 있다. 2008년 Kim은 사용자의 익명성을 보장하면서 악의적인 사용자를 감지하여 추적 가능한 인증 프로토콜을 제안하였고, 2009년 Choi는 Kim의 프로토콜의 익명성 문제를 제기하고 이를 개선한 새로운 프로토콜을 제안하였다. 그러나 두 프로토콜은 익명성을 제공하지 못하거나, 심각한 계산상의 오류를 가지고 있다. 본 논문에서는 두 프로토콜의 문제점을 분석하고 문제점을 해결한 개선된 프로토콜을 제안한다.

ChatGPT 사용 만족도에 미치는 영향 요인: 신뢰성의 매개효과 (Factors Influencing User's Satisfaction in ChatGPT Use: Mediating Effect of Reliability)

  • 박기호;이군호
    • 한국IT서비스학회지
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    • 제23권2호
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    • pp.99-116
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    • 2024
  • Recently, interest in ChatGPT has been increasing. This study investigated the factors influencing the satisfaction of users using ChatGPT service, a chatbot system based on artificial intelligence technology. This paper empirically analyzed causality between the four major factors of service quality, system quality, information quality, and security as independent variables and user satisfaction of ChatGPT as dependent variable. In addition, the mediating effect of reliability between the independent variables and user's satisfaction was analyzed. As a result of this research, except for information quality, among the quality factors, security and reliability had a positive causality with use satisfaction. Reliability played a mediating role between quality factors, security, and user satisfaction. However, among quality factors, the mediating effect of reliability between service quality and user's satisfaction was not significant. In conclusion, in order to increase user satisfaction with new technology-based services, it is important to create trust among users. The research results sought to emphasize the importance of user trust in establishing development and operation strategies for artificial intelligence systems, including ChatGPT.

웹기반 정보시스템 이용자정보만족도(Flow) 측정모델의 교차문화 검증에 관한 연구 (A Study on Cross-Cultural Validation of Web-Based User Information Satisfaction (Flow) Measurement Model)

  • 정진택
    • 디지털융복합연구
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    • 제6권2호
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    • pp.157-164
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    • 2008
  • The current research utilized as its target population who are current users of web based information system in Korea. The research validated the dimensions by studying he constructs within the context of the web based information system user population. Correlation was found between Flow dimensions retained as components of a ross-Cultural Model. It was determined that these two dimensions-Intrinsic Interest and Control-are significant predictors of user success. The Cross-Cultural Model was validated, and it is therefore suggested as a basis for further study of user success indicators in he cross-cultural enterprise environment.

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Addressing cold start problem through unfavorable reviews and specification of products in recommender system

  • Hussain, Musarrat;Lee, Sungyoung
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2017년도 춘계학술발표대회
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    • pp.914-915
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    • 2017
  • Importance and usage of the recommender system increases with the increase of information. The accuracy of the system recommendation primarily depends on the data. There is a problem in recommender systems, known as cold start problem. The lack of data about new products and users causes the cold start problem, and the system will not be able to give correct recommendation. This paper deals with cold start problem by comparing product specification and the review of the resembled products. The user, who likes the resembled product of the new one has more probability of taking interest in the new product as well. However, if a user disagreed with resembled product due to some reasons which the user mentioned in the reviews. The new product overcomes that issue, so the user will greatly accept the new product. Therefore, the system needs to recommend new product to those users as well, in this way the cold start problem will get resolved.

A PROPOSAL OF SEMI-AUTOMATIC INDEXING ALGORITHM FOR MULTI-MEDIA DATABASE WITH USERS' SENSIBILITY

  • Mitsuishi, Takashi;Sasaki, Jun;Funyu, Yutaka
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2000년도 춘계 학술대회 및 국제 감성공학 심포지움 논문집 Proceeding of the 2000 Spring Conference of KOSES and International Sensibility Ergonomics Symposium
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    • pp.120-125
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    • 2000
  • We propose a semi-automatic and dynamic indexing algorithm for multi-media database(e.g. movie files, audio files), which are difficult to create indexes expressing their emotional or abstract contents, according to user's sensitivity by using user's histories of access to database. In this algorithm, we simply categorize data at first, create a vector space of each user's interest(user model) from the history of which categories the data belong to, and create vector space of each data(title model) from the history of which users the data had been accessed from. By continuing the above method, we could create suitable indexes, which show emotional content of each data. In this paper, we define the recurrence formulas based on the proposed algorithm. We also show the effectiveness of the algorithm by simulation result.

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UCC(User Created Contents) 동영상 서비스 전략 - UCC 비즈니스 수익 모델을 중심으로 - (Service Strategy of Video in UCC(User-Created Contents))

  • 전아름;최학현
    • 디지털콘텐츠학회 논문지
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    • 제9권4호
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    • pp.525-532
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    • 2008
  • 최근 UCC 동영상 분야는 인터넷 업계의 블루오션이다. 아직까진 발전단계에 있지만 각 동영상 포털 사이트들의 경쟁은 나날이 치열해져가고 있고 UCC 동영상 분야는 무궁한 발전 가능성을 지니고 있다. UCC 동영상 발전의 앞 날은 밝다. 앞으로 UCC 동영상을 확실히 서비스하는 동영상 포털이 인기 사이트가 될 것이며 그렇기 때문에 UCC 비즈니스의 수익 모델도 계속해서 연구되어야 할 것이다.

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