• Title/Summary/Keyword: User Question

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'Viewpoints/ Concerns' on empirical methodologies for Socio/ cultural studies

  • Ashis, Jalote Parmar;Lee, Kun-Pyo
    • Proceedings of the Korea Society of Design Studies Conference
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    • 2004.10a
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    • pp.212-213
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    • 2004
  • Since the advent of man there has been a constant struggle to define social pattern, and understand ways of cultural thinking. Every culture has it's own limitations and freedoms, problems and expectations. For centuries now anthropologist, ethnographers have worked on mapping and defining these differences. These findings instigate the designers to formulate new design theories and research methodologies for drafting cultural specific solutions. The question arises 'in a cross cultural application how effective and applicable are the basic research methodologies'? Quoting one such example the 'Privacy' issue seems to be a very strong component in the Japanese culture but is often a deterring factor in allowing the 'home ethnographic study to take place effectively'. However in countries like India similar studies could have a more welcoming reaction owing to the adaptive social culture. Similarly, the high rate of 'Illiteracy' in rural India closes many doors for 'form filling' user surveys. This leads to the scope of research for understanding specific cultural traits that may effect adaptation and re-improvisation of these existing methodologies. Quite often the cultural traits of a country may lead in forming new research methodologies.

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Implementation of u-Hospital System Based on RIA (RIA 기술을 이용한 u-Hospital 시스템 구축)

  • Roh, Il-Soon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.4
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    • pp.111-118
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    • 2008
  • RIA(Rich Internet Application) has the best User Interface and easy way to use. It is used in many Application System and Web Application. This Paper introduces a RIA technology for Implementation of u-Hospital Application. This System uses a history of customers in the hospital and question about diseases, so we can improve the satisfaction of service. This paper shows that the u-Hospital System using RIA is more fast and easy than HTML application. Because RIA has special features that data can be obtained from server without reloading entire page and every user interaction does not require web server response. The proposed technology can improve the efficient u-Hospital System because it can be extended to ubiquitous mobile application.

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A Study on Viewer's activity and Satisfaction on the Changed TV (수용자에게 요구된 능동성과 이용만족도 관계 연구 - TV의 변화에 따른 수용자 행태 변화와 만족도에 대한 연구)

  • Baik, So-Yeon;Ji, Yong-Gu
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.179-184
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    • 2008
  • Changed TV, that has multi-channel and interactive attribute, requires viewer's activity. Also, broadcasting environment and TV user interface require same things equally. But, the viewer feels uncomfortable in current situation because they recognize the TV as passive media. especially, TV interface can't overcome limitation of TV media. And such interface is provided as it is. This problem brings viewer's confusion and dissatisfaction more and more. This study raises a question about viewer's activity and satisfaction, analyzes the relation and effect between activity and satisfaction.

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How Internet has Reshaped the User Experience of Banking Service?

  • Nam, Kiheung;Lee, Zoonky;Lee, Bong Gyou
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.2
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    • pp.684-702
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    • 2016
  • The changes new technologies have brought to banking over the past decade are enormous in their impact on the ways of doing business and providing customer services, most notably in the areas of customer service channels. Banks have been trying to move away from the traditional, branch-based and costly staff-assisted channels toward self-assisted channels, i.e. internet banking and mobile banking, to drive down costs and improve customer loyalty. How internet and mobile have reshaped the user experience of banking service channel? To provide valuable insights for this question, this research investigates and compares customer's channel choice behavior and profit changes from bank's branch closure. Applying the propensity scoring matching method, the results of analysis demonstrates that the mobile channel can be a realistic alternative to conventional branches. Also, the reserch result shows banks can reduce conventional branches while experiencing a positive implications on their profits from the customers. Another significant implication from the research is, to accelerate the shift to digital channels, banks need to put more efforts on developing functions in the mobile channel that will allow friendly interaction with customers and consultation, such as video consultation, interactive chat, and location-based product recommendation.

An Implementation of the Wireless Application Using WML for the Quiz-based Assisted Learning about Cultural Assets (WML을 이용한 문화재 탐방 현장에서의 퀴즈식 보조학습 무선애플리케이션의 구현)

  • 류동희;차현철
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2002.06a
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    • pp.239-247
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    • 2002
  • With the introduction of the 7th Curriculum, it has been put greater emphasis on learning by experience. This study aims to implement the quiz-based wireless application for helping to learn more effectively what one will see and hear on the spot when he visits the cultural assets. The materials about Busuk Temple, used as the example of the quiz-based assisted learning, were collected from the libraries and through the internet. And they were programmed using the basic components and properties of WML and then operated with UP SDK 4.0, Phone.com WAP development toolkit. This wireless application makes the user know if it is correct when he selects either O or X as the answer of each question, and shows the individual score after solving 10 questions in total. Each user can also have additional chances to solve them again, even though they doesn't influence the previous score. This study is focused on the implementation of the wireless application for assisted learning by a mobile phone which almost everybody will possess. Various kinds of wireless contents are expected to be developed and provided in the field of education.

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Usability Testing of a Prototype Personal Digital Assistant (PDA)-based Decision Support System for the Management of Obesity

  • Lee, Nam-Ju;Bakken, Suzanne
    • Perspectives in Nursing Science
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    • v.5 no.1
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    • pp.17-31
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    • 2008
  • Purpose: The purpose of this study was to evaluate the usability of a prototype personal digital assistant (PDA)-based decision support system for the management of obesity through usability testing with end-users (Advanced Practice Nurses [APNs]) prior to its implementation in clinical settings. Methods: This descriptive study used observational and think aloud techniques to address the research question: what usability problems are perceived by end-users? Five APNs were provided with the scenarios and the list of tasks to evaluate the application. Their verbalizations were recorded through Morae usabil ity software. Data analysis was based on the data captured through Morae, transcriptions, notes, and the end-user survey. Results: End-users completed all the required tasks without encountering a severe usability problem, and agreed that the system was easy to use. clear, concise, and useful. Usability issues that were unrecognized by the developer or usability experts were identified by APNs. The usability problems were categorized according to positive characteristics, negative characteristics, and recommendations. The usability issues were discussed with the project team members, and solutions were suggested to improve the user interface of the PDA-based decision support system before the final implementation. Conclusions: This approach had an important impact on making the system easier to use and more useful from the perspective of design and content. The results of this evaluation provided iterative feedback regarding the design and implementation of the PDA-based decision support system for the management of obesity.

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Korean Word Learning System Using User-Word Intelligent Network and Automatic Question Generation Technique (사용자 어휘지능망과 자동문제생성기술을 이용한 한국어 어휘학습시스템)

  • Choe, Su-Il;Im, Ji-Hui;Choe, Ho-Seop;Ock, Cheol-Young
    • Annual Conference on Human and Language Technology
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    • 2006.10e
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    • pp.15-21
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    • 2006
  • 본 논문에서는 올바른 한국어 생활과 한국어 실력 향상을 위하여, 한국어 어휘에 대한 풍부한 정보를 담고 있는 한국어사전, 사용자 어휘지능망(User-Word Intelligent Network : U-WIN)등의 언어자원을 이용한 자동문제생성기술을 소개하고, 이를 이용한 한국어 어휘학습시스템을 제시한다. 대부분의 학습시스템에서 사용하는 문제 은행식 출제 방식의 문제점을 해소할 수 있는 하나의 방법으로서, 기존의 한국어 어휘문제의 문항을 분석하여 8가지 문제 유형으로 재편성하고, 각 유형별 자동 문제 생성패턴에 따라 언어자원이 가지고 있는 한국어 어휘의 형태적 정보, 의미적 정보를 이용하여 한국어 어휘 문제를 자동 출제하는 한국어 어휘학습시스템을 구현하였다.

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Information Professionals Going Beyond the Needful User in Digital Humanities Project Collaboration

  • Engerer, Volkmar P.
    • Journal of Information Science Theory and Practice
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    • v.8 no.1
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    • pp.6-19
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    • 2020
  • When information professionals deal with other disciplines in the course of digital humanities projects, they often assume that they are dealing with 'needful users' who have an 'information gap' to fill. This paper argues that the traditional view that information/knowledge is transferred from an information specialist donor to a domain specialist receiver is no longer appropriate in the digital humanities context, where the gap-and-search (or gap-and-filler) approach to information has given way to more direct, explorative engagement with information. The paper asks whether information science and the practising profession are ready for this paradigm shift and examines information science conservatism in two common collaboration scenarios, library support and digital development. It is shown that information science theory still assumes a traditional donor role in both scenarios. How information scientists deal with conservatism in practice is discussed in the example of the Prior project, in which the information science team exerted an ambiguous, hybrid approach with both conservative and non-conservative elements. Finally, two rather hypothetical answers are offered to the question of how information professionals should approach scholarly collaboration in the digital humanities context, where users have ceased to be supplicants. From a purely pragmatic perspective, information scientists need to shift their focus from information needs to research practices and the implications of these practices for digital information systems. More fundamentally, the emergence of digital humanities challenges information professionals to transform information systems designed for searching into digital objects that can be explored more freely by the digital humanities community.

Factors Influencing Knowledge Sharing Activities and Community Activation Efforts in Social Q&A Community : Focused on ZHI HU (소셜 Q&A 커뮤니티에서 지식공유 활동 및 커뮤니티 활성화 노력에 대한 영향요인 : 즈후(知乎)를 중심으로)

  • Bu, Shaoyang;Koh, Joon
    • Journal of Information Technology Services
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    • v.18 no.3
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    • pp.95-115
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    • 2019
  • In recent years, social media that has emerged with the development of network technology has changed the channels of information dissemination. The social Q&A community is a platform for knowledge-sharing activities in a question-and-answer manner based on Web 2.0. In knowledge-sharing activities, valuable new knowledge continues to be produced and will surely bring great benefits to individuals or businesses. In the social Q&A community, the user's subjective factors play a crucial role in influencing the user's continued use and participation in knowledge-sharing activities. In order for users to actively participate in knowledge-sharing activities in the community, it needs to grasp their subjective ideas. This study explores the issue of sharing knowledge by users of the social Q&A community "Zhihu", or how to drive community revitalization efforts from these. The three factors self-efficacy, self-development motivation, and social comparison tendencies were derived, and identify their relationship with knowledge-sharing activities and community-boosting efforts through empirical analysis. In addition, the influence of knowledge acquisition on knowledge provision was investigated through sense of reciprocity. Implications of the study findings and the future research directions were also discussed.

A Causal Model on the Relationship between Resources of Natural Parks and User's Satisfaction (자연공원의 자원과 이용 만족도간의 관계에 관한 인과모형 -국립공원과 도립공원을 중심으로-)

  • 장병문;배민기
    • Journal of the Korean Institute of Landscape Architecture
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    • v.30 no.3
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    • pp.12-24
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    • 2002
  • The purpose of this paper is to decompose the effect of resources of natural parks(NP) on user's satisfaction to answer the research question: What are the causal effects of resources of natural parks on user\ulcorner After reviewing the literature, classification of resources of NP, various approaches and analysis methods employed, we constructed the conceptual framework and have formulated the hypothesis of this research. We had obtained data through a questionnaire, which surveyed 414 visitors at 6 of the 73 NP in Korea in 2001, based on a stratified sampling method. We have analyzed the data using descriptive statistical methods, Pearson's correlation analysis, and a path analysis method. We found that 1) While the indirect effect of topographical feature and valley(TFV), socio-cultural resources(SCR), and climate, sound, and scent(CSS) turned out to be 2.75, 1.20, and 2.00 times higher than that of wild animal and plant(WAP), the direct effect of TFV, SCR, and landscape turned out to be 2.95, 2.88, and 2.64 times higher than that of CSS, 2) The magnitude of causal effects of the three exogeneous variables of TFV, WAP, and SCR and two intervening variables of CSS and landscape on User's satisfaction turned out to be 0.403, 0.048, 0.323, 0.188, and 0.243, respectively, 3) Total direct effect of the exogeneous and intervening variables on user's satisfaction is 0.871, while that of indirect effect is 0.334, and 4) Causal effect of tangible resources is 1.80 times higher than that of intangible while total effect of tangible resources are 1.36 times higher than that of intangible. The research results suggest that 1) Criteria for designation and maintenances of NP and results of previous studies on resources turned out to be unreliable and distorted, 2) In the criteria of planning and maintenance of NP, intangible resources must be included, 3) Remedial directions to increase user's satisfaction should be focused on maintenance of TFV and landscape in NP, and 4) The approach and path analysis adopted by this research is valid and highly useful for other resource based recreation area. It is recommended that more empirical study on seasonal variation of resources in NP based user's preference be performed in the future.