• Title/Summary/Keyword: User Life

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A Study on the Development of Services Supporting Personal Relationship Management - focusing on relationship management using mobile phones (인간 관계관리 지원 서비스 개발을 위한 연구 - 휴대전화를 이용한 관계 관리를 중심으로)

  • Kim, Ju-Yong;Lee, Chang-Hee;Lee, Se-Young;Lee, Jun-Ho
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.239-244
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    • 2008
  • We lead a life in our community, beginning a new relationship with a stranger or maintaining or stopping existing relationships. Relationships with others are sustained through social activities based on communication. Generally speaking, by exchanging feelings and information through communication, relationships are formed and continued, and strengthened through active communication As a result of the development of technologies and information technology over the recent 10 years, a mobile phone has stood as a communication channel, and now it has become such a universal, and highly intimate and important means of communication that almost all the Koreans use more often than wired phones. Today, people have their communication channel available for others, by using a mobile phone at any time and anywhere. Like this, mobile phones have been playing a key role in helping people maintain, repair and strengthen their personal relationship, but from the perspective of personal relationship management, they still remain as an aid to help communication, failing to provide a positive help for actual relationship management. This study was designed to provide services supporting user's personal relationship management, focusing on the use of mobile phones as a major tool of communication, aiming to enable users to understand current state of their relationship and make relationship management efforts, or communication behaviors, by informing who needs communication, on the basis of data on mobile phone calls. To this end, the study established a method to extract intimacy between users and callers and develop a prototype of services supporting personal relationship management, using relationship characteristics in terms of mobile communication.

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Digital Stress of Consumers in Using Digital Goods (디지털 제품 관련 소비자 스트레스에 관한 연구)

  • Kim, Jung-Eun;Yeo, Jung-Sung
    • Journal of Families and Better Life
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    • v.25 no.3 s.87
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    • pp.119-135
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    • 2007
  • The purpose of this study is to find out the level of digital stress that people experience and to investigate the effects of socio-economic variables on that. To collect data, structured questionnaire was developed and 1,200 questionnaires were distributed through internet. There were 2 dimensions in this study to examine digital stress. First dimension was about the devices themselves: computers and the other digital goods. Second dimension was about the time digital stress occurring in consumers' decision-making process: purchasing and using. Based on Yeo&Kim(2004), sub-dimensions of purchasing and using aspects were chosen. 5 sub-dimensions in purchasing side were new technology, cost, variety of alternatives, warranty service, and informational problem 6 sub-dimensions in using field were mal(or impaired)-functioning. physical aspects, immaturity in use, pressure to use, addiction to use, and informational problem. As independent variables, sex, age, educational level, digitalization acceptability and computer usability were used. The overall level of digital stress was around the average point which was not as high as expected. Digital stress of purchasing was higher than that of using. First, in purchasing aspects, the level of digital stress was relatively high in cost, variety of alternatives and warranty service. Hence, clear communications with consumers about the distinctive aspects and cost of digital devices in market are needed. Secondly, in using side, mal-functioning and physical aspects were relatively more powerful stressors. In the other words, the more serious problems were not from the characteristics of individual consumers but from those of products. Producers should put their best efforts to reduce imperfection (defectiveness) and develop user-friendly digital devices. Also, users' individual efforts to overcome the problems that can be solved privately are necessary. Finally, it was discovered that sex and computer usability were very important variables on digital stress. To extend computer usability of consumers and get over digital illiteracy, it is essential to expand the paths to give chances for people to contact with computers and other digital goods. Still there are lots of people whore computer-illiterate or low-skilled at computers. In policies or educational programs made by government, communities, or schools, more attention should be paid to the digitally vulnerable groups.

Survey study on the Preference of Dental Medical Personnel for Dental CAD/CAM Milling Machines (치과용 CAD/CAM 밀링기에 대한 치과의료종사자들의 선호도 조사)

  • Song, Eun Sung;Kim, Bongju;Lim, Young-Joon;Lee, Jun Jae
    • The Journal of Korean Academy of Prosthodontics
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    • v.56 no.3
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    • pp.188-198
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    • 2018
  • Purpose: Recently, according to the development of digital technology, computer aided design/computer aided manufacture (CAD/CAM) system is widely used for fabrication of various dental prostheses in the field of dentistry. This study aims to survey the present state and awareness of CAD/CAM system on domestic dental field, and to supply the advice for the application of the new system. Materials and methods: In this questionnaire survey was conducted for a total of 298 dentists, dental hygienist and dental technicians of the whole country including the dental hospital of Seoul National University for two months from November to December, 2016 through mail. Results: The most important purpose to consider when purchasing a dental CAD/CAM milling machine were the performance of the milling machine (64.43%) and the use of milling machine was the highest with 49.33% of manufacturing for dental prosthesis and customized implant abutment. In addition, more than 60% of respondents answered positively about the purchase of new milling machine if the CAD/CAM milling machine was improved to satisfactory performance. Conclusion: This survey results show that the improved CAD/CAM milling machine would be play an important role in the dental industry in preparation for digitization and the 4th industrial revolution.

Analyzing the Importance and Priority of Safety Information in Walking Tourism: Focusing on Open Data Utilization (도보여행 안전정보의 유형별 중요도 및 우선순위 도출: 오픈데이터 활용을 중심으로)

  • Ham, Juyeon;Choi, Sujeong;Koo, Chulmo
    • Knowledge Management Research
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    • v.19 no.1
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    • pp.59-77
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    • 2018
  • The tourism industry is now changing to smart tourism, which maximizes tourists' overall tourism experience with the use of advanced mobile technologies and emphasizes the utilization of tourism information. Despite the quantitative expansion of the tourism industry, there is a lack of academic and practical discussion on tourism safety. Especially, in the context of walking tourism, tourists are more likely to be exposed to natural or social disasters and emergencies. Therefore, it is necessary to build a system that can provide walking tourists with safety information not only on dangerous factors which are anticipated to be confronted during a walking trip in advance but also on specific dangers in real time. Under the circumstances, this study seeks to identify the types of tourism safety information that can be offered by using publicly available open data, drawing on the safety information framework on the walking tourism that is presented in Choi et al. (2017)'s study. More specifically, this study focuses on the use of open data which is provided by the Korean government. Furthermore, this study verifies the types of safety information that are most urgently needed in walking travel situations. Specifically, this study aims to derive the importance and priority of each type of safety information for a walking trip by applying the analytic hierarchy process (AHP) analysis. For this, we collected 35 questionnaires from walking tour operators (practitioners) and walking tourists. The main results are as follows. First, natural disaster information is the most important factor in the top-level factor of safety information for walking tourists, followed by social disaster, life safety, and exhibition (security crisis) information. Second, information on natural disasters, environmental pollution, and weather is considered to be important at the sub-level factor. Lastly, the noteworthy result of this study is that the importance of each type of safety information varies depending on the walking tour operators (practitioners) and the walking tourists. That is, there is a recognition difference between the operator (practitioner) and the user in the importance and priority of the safety information of the walking trip. Therefore, it is necessary to develop policies and services reflecting the opinions of potential users when providing safety information so that the most importantly recognized information can be provided first.

Glass Antenna Using Transparent IZTO/Ag/IZTO Multilayer Electrode (IZTO/Ag/IZTO 다층 투명전극을 이용한 안경용 웨어러블 안테나)

  • Hong, Seungman;Kim, Youngsung;Jung, Chang Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.372-377
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    • 2016
  • Communication flow is changing rapidly. Recently, a range of wearable devices such as wearable glasses and wearable watch, have been launched. These kinds of wearable devices help people to live a more comfortable life. Wearable devices most have an antenna for wireless communication. This paper reports a transparent antenna that is made of an optically transparent material for wearable glasses. Transparent antenna can be applied to smart windows and will not disturb the view of user. IZTO/Ag/IZTO multilayer electrode has higher electrical and optical properties. This antenna is available because of its good electrical properties. This study measured the performance of the proposed transparent antenna, which is made of a multilayer electrode, applied to a lens. The proposed antenna was simulated with several substrates. The antenna impedance was matched with length and width of the antenna. The antenna's conductivity and transparency was measured using a HMS-3000 and UV-spectrometer. A 40nm thick Ag single layer antenna was fabricated on a flexible polyimide substrate for comparing the antenna performances. The fabricated antenna is useable at a frequency of 2.4-2.5GHz, which is suitable for Wifi communications and has peak gain of 2.89dBi and an efficiency of 34%.

Design of Music Recommendation System Considering Context-Information in the Home Network (홈 네트워크에서 상황정보를 고려한 음악 추천 시스템 설계)

  • Song Chang-Woo;Kim Jomg-Hun;Lee Jung-Hyun
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.9
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    • pp.650-657
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    • 2006
  • The music is a part of our daily life in these days. And when the people listen to the music, they are affected by the context. However, previous researches on the music recommendation system have the problem that they didn't consider the proper contextual information efficiently. They only used the content-based filtering or the method to use musical metadata (genre, artist, etc.). Recently, there are some researches about the music recommendation system which applies the status(temperature, humidity, etc.) of environments. But, it is difficult to be accepted by the contextual information. Therefore, we propose the music recommendation system that is dynamically applied by the contextual information as well as the metadata in the previous researches. And the system can provide users with the music that they want to listen to, and then the users can be more satisfied. Also, the services can be improved by the feedback of the users. In order to solve this problem, the context-information for selecting a music list is defined and the music recommendation system is designed by using the content-based filtering method. The system is suitable for the user's taste and the context. The music recommendation system we are proposing uses an OSGi framework in the home network. As a result, the satisfaction of users and the quality of services will be improved more efficiently by supporting the mobility of services as well as the distributed processing.

Two-Stage Evolutionary Algorithm for Path-Controllable Virtual Creatures (경로 제어가 가능한 가상생명체를 위한 2단계 진화 알고리즘)

  • Shim Yoon-Sik;Kim Chang-Hun
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.11_12
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    • pp.682-691
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    • 2005
  • We present a two-step evolution system that produces controllable virtual creatures in physically simulated 3D environment. Previous evolutionary methods for virtual creatures did not allow any user intervention during evolution process, because they generated a creature's shape, locomotion, and high-level behaviors such as target-following and obstacle avoidance simultaneously by one-time evolution process. In this work, we divide a single system into manageable two sub-systems, and this more likely allowsuser interaction. In the first stage, a body structure and low-level motor controllers of a creature for straight movement are generated by an evolutionary algorithm. Next, a high-level control to follow a given path is achieved by a neural network. The connection weights of the neural network are optimized by a genetic algorithm. The evolved controller could follow any given path fairly well. Moreover, users can choose or abort creatures according to their taste before the entire evolution process is finished. This paper also presents a new sinusoidal controller and a simplified hydrodynamics model for a capped-cylinder, which is the basic body primitive of a creature.

DOVE : A Distributed Object System for Virtual Computing Environment (DOVE : 가상 계산 환경을 위한 분산 객체 시스템)

  • Kim, Hyeong-Do;Woo, Young-Je;Ryu, So-Hyun;Jeong, Chang-Sung
    • Journal of KIISE:Computing Practices and Letters
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    • v.6 no.2
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    • pp.120-134
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    • 2000
  • In this paper we present a Distributed Object oriented Virtual computing Environment, called DOVE which consists of autonomous distributed objects interacting with one another via method invocations based on a distributed object model. DOVE appears to a user logically as a single virtual computer for a set of heterogeneous hosts connected by a network as if objects in remote site reside in one virtual computer. By supporting efficient parallelism, heterogeneity, group communication, single global name service and fault-tolerance, it provides a transparent and easy-to-use programming environment for parallel applications. Efficient parallelism is supported by diverse remote method invocation, multiple method invocation for object group, multi-threaded architecture and synchronization schemes. Heterogeneity is achieved by automatic data arshalling and unmarshalling, and an easy-to-use and transparent programming environment is provided by stub and skeleton objects generated by DOVE IDL compiler, object life control and naming service of object manager. Autonomy of distributed objects, multi-layered architecture and decentralized approaches in hierarchical naming service and object management make DOVE more extensible and scalable. Also,fault tolerance is provided by fault detection in object using a timeout mechanism, and fault notification using asynchronous exception handling methods

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Effects in Response to Nature of Selection on Performance Type and Quality of Service Affects to Post Behavior -Focusing on Jeon-ju, Sori Arts Center's Event Program- (공연예술 선택 특성과 서비스 품질이 사후 행동에 미치는 영향 -전주, 한국소리문화의전당 이벤트 체험을 중심으로-)

  • Kim, Beom Seok;Jeon, In-Oh
    • The Journal of the Korea Contents Association
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    • v.15 no.12
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    • pp.106-120
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    • 2015
  • Along with economic growth which affects to the overall increase in income level within society, more permissible leisure time, and change in values of the life style directly affected to the more demand of performance arts. The theaters where the performance contents are actually accomplished have been built with various objectives and now there are 232 of performing art theaters are in operation at various locations over the country. The purpose of this research is to identify behavioral factors regarding how the preferable choice were made from the various type of the performance arts, study for the correlation on post behavior customer based on the survey conducted at Sori Art Center. As a result of this research, there were strong correlation were identified between how the preferable choice were made among the various type of performance and Customer's intend of returning visit /perceivd value. In addition to the aforementioned result, the survey result shows that the excellence of the facility, hospitality level of the staffs, and additional customer services were the meaningful positive factors and user convenience/subsidiary facilities were negative factors to the overall service quality control activities. The research reveals meaningful correlations between quality of the customer service factors and how the preferable choice were made by customer that lead to strategic plan which will increase competitiveness of the Sori Art Center. Extensive research for the Sori Art Center which represents cultural power of the local community would be exemplary case not only for the art centers in metropolitan area but also other local areas within the country.

The Antecedents of Need for Self-Presentation and the Effect on Digital Item Purchase Intention in an Online Community (온라인 커뮤니티에서 자기표현욕구의 영향요인과 디지털 아이템 구매의도에 미치는 효과)

  • Koh, Joon;Shin, Seon-Jin;Kim, Hee-Woong
    • Asia pacific journal of information systems
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    • v.18 no.1
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    • pp.117-144
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    • 2008
  • Lots of virtual communities and online businesses presently derive their primary sources of revenues through advertising, but nevertheless are plagued with marginal profitability though they might possess a significant user base. In the light of the need for an efficacious business model, there have been recent insights of an online community in particular reaping profits through an innovative and lucrative revenue generation method that earns by selling digital items. There have been some obvious evidences (e.g., Cyworld, SecondLife, Habo Hotel, etc.) that online communities can be profitable through their unique business model of selling digital items. However, there is lack of understanding about the motivation of purchasing digital items. This study tries to identify the main motivators of digital item purchases based on social/individual identity theory and self-presentation theory. "Digital items", otherwise known as "virtual assets", may include online avatars, accessories for the avatars, decorative ornaments like furniture, digital wallpapers, skins, background music and virtual weapons used for Internet games. These digital items are employed by users for representation and articulation in the online space, especially to create and enhance their online profiles in web pages and games. Prices for digital items typically range from a few cents to a few dollars each. Based on the theoretical framework like social identity theory and self-presentation theory, we developed the research model and proposed seven hypotheses. An analysis of 225 members of Cyworld found that digital item purchase intention in virtual world is affected by both members' need for self-presentation and need for affiliation. We also found that the need for self-presentation is significantly increased by innovativeness of members, community group norm, and community involvement. We concluded that the need for self-presentation could be a key variable for profitable business model in online community service industry. However, neither individual self-efficacy nor the need for affiliation significantly influenced the need for self-presentation which triggers purchase intention of digital items. In term of the theoretical and practical contribution, this study can be a pioneering empirical research that investigates the purchase intention of digital items based on social identity theory and self-presentation theory in the online context. Also, the findings of our study are valuable and practical for practitioners in the market who wish to adopt or improve the business model of selling digital items in an online community. From the findings, it can be seen that innovativeness of users, community group norm, and community involvement are three significant factors that influence need for self-presentation of users which ultimately leads to their intentions to buy digital items. These findings put forth that virtual community providers and online businesses selling digital items should prioritize their efforts and focus on these three factors if they want to increase the sales of these digital items and generate greater revenues. This study provides important implications for academic researchers and practitioners to understand why the community members pay money for their digital items in virtual world and how the practitioners can increase the sales of digital items in an online community. A couple of limitations of the study and future research directions are also discussed.