• Title/Summary/Keyword: User Studies

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A study on the aspect-based sentiment analysis of multilingual customer reviews (다국어 사용자 후기에 대한 속성기반 감성분석 연구)

  • Sungyoung Ji;Siyoon Lee;Daewoo Choi;Kee-Hoon Kang
    • The Korean Journal of Applied Statistics
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    • v.36 no.6
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    • pp.515-528
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    • 2023
  • With the growth of the e-commerce market, consumers increasingly rely on user reviews to make purchasing decisions. Consequently, researchers are actively conducting studies to effectively analyze these reviews. Among the various methods of sentiment analysis, the aspect-based sentiment analysis approach, which examines user reviews from multiple angles rather than solely relying on simple positive or negative sentiments, is gaining widespread attention. Among the various methodologies for aspect-based sentiment analysis, there is an analysis method using a transformer-based model, which is the latest natural language processing technology. In this paper, we conduct an aspect-based sentiment analysis on multilingual user reviews using two real datasets from the latest natural language processing technology model. Specifically, we use restaurant data from the SemEval 2016 public dataset and multilingual user review data from the cosmetic domain. We compare the performance of transformer-based models for aspect-based sentiment analysis and apply various methodologies to improve their performance. Models using multilingual data are expected to be highly useful in that they can analyze multiple languages in one model without building separate models for each language.

Attitude Confidence and User Resistance for Purchasing Wearable Devices on Virtual Reality: Based on Virtual Reality Headgears (가상현실 웨어러블 기기의 구매 촉진을 위한 태도 자신감과 사용자 저항 태도: 가상현실 헤드기어를 중심으로)

  • Sohn, Bong-Jin;Park, Da-Sul;Choi, Jaewon
    • Journal of Intelligence and Information Systems
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    • v.22 no.3
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    • pp.165-183
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    • 2016
  • Over the past decade, there has been a rapid diffusion of technological devices and a rising number of various devices, resulting in an escalation of virtual reality technology. Technological market has rapidly been changed from smartphone to wearable devices based on virtual reality. Virtual reality can make users feel real situation through sensing interaction, voice, motion capture and so on. Facebook.com, Google, Samsung, LG, Sony and so on have investigated developing platform of virtual reality. the pricing of virtual reality devices also had decreased into 30% from their launched period. Thus market infrastructure in virtual reality have rapidly been developed to crease marketplace. However, most consumers recognize that virtual reality is not ease to purchase or use. That could not lead consumers to positive attitude for devices and purchase the related devices in the early market. Through previous studies related to virtual reality, there are few studies focusing on why the devices for virtual reality stayed in early stage in adoption & diffusion context in the market. Almost previous studies considered the reasons of hard adoption for innovative products in the viewpoints of Typology of Innovation Resistance, MIR(Management of Innovation Resistant), UTAUT & UTAUT2. However, product-based antecedents also important to increase user intention to purchase and use products in the technological market. In this study, we focus on user acceptance and resistance for increasing purchase and usage promotions of wearable devices related to virtual reality based on headgear products like Galaxy Gear. Especially, we added a variables like attitude confidence as a dimension for user resistance. The research questions of this study are follows. First, how attitude confidence and innovativeness resistance affect user intention to use? Second, What factors related to content and brand contexts can affect user intention to use? This research collected data from the participants who have experiences using virtual rality headgears aged between 20s to 50s located in South Korea. In order to collect data, this study used a pilot test and through making face-to-face interviews on three specialists, face validity and content validity were evaluated for the questionnaire validity. Cleansing the data, we dropped some outliers and data of irrelevant papers. Totally, 156 responses were used for testing the suggested hypotheses. Through collecting data, demographics and the relationships among variables were analyzed through conducting structural equation modeling by PLS. The data showed that the sex of respondents who have experience using social commerce sites (male=86(55.1%), female=70(44.9%). The ages of respondents are mostly from 20s (74.4%) to 30s (16.7%). 126 respondents (80.8%) have used virtual reality devices. The results of our model estimation are as follows. With the exception of Hypothesis 1 and 7, which deals with the two relationships between brand awareness to attitude confidence, and quality of content to perceived enjoyment, all of our hypotheses were supported. In compliance with our hypotheses, perceived ease of use (H2) and use innovativeness (H3) were supported with its positively influence for the attitude confidence. This finding indicates that the more ease of use and innovativeness for devices increased, the more users' attitude confidence increased. Perceived price (H4), enjoyment (H5), Quantity of contents (H6) significantly increase user resistance. However, perceived price positively affect user innovativeness resistance meanwhile perceived enjoyment and quantity of contents negatively affect user innovativeness resistance. In addition, aesthetic exterior (H6) was also positively associated with perceived price (p<0.01). Also projection quality (H8) can increase perceived enjoyment (p<0.05). Finally, attitude confidence (H10) increased user intention to use virtual reality devices. however user resistance (H11) negatively affect user intention to use virtual reality devices. The findings of this study show that attitude confidence and user innovativeness resistance differently influence customer intention for using virtual reality devices. There are two distinct characteristic of attitude confidence: perceived ease of use and user innovativeness. This study identified the antecedents of different roles of perceived price (aesthetic exterior) and perceived enjoyment (quality of contents & projection quality). The findings indicated that brand awareness and quality of contents for virtual reality is not formed within virtual reality market yet. Therefore, firms should developed brand awareness for their product in the virtual market to increase market share.

EUCAS : Development of the User Interface for Dynamic Context-aware Service Definition (EUCAS : 동적인 상황인식서비스 정의를 위한 사용자인터페이스 개발)

  • Kang, Ki-Bong;Park, Jeong-Kyu;Lee, Keung-Hae
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.346-350
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    • 2009
  • According to the development of information technology, there are many services in our life. These services make our life safe and convenient. However, the increment of the services also causes the increment of human concern and effort to control these services. The context-aware service is the service that provided their functionality at the right time and to the right place by analysis user's current situation. The most previous studies about context-aware service regard that context-aware services are defined by the developer who has expertise in information technology. The definition of the context-aware services by the developer makes difficult to reflect user's personal preferences and life pattern to the services. In this paper, we propose an user interface EUCAS(by End-User, Context-Aware Service development) that make the user can define and manage their own context-aware service according to their preferences. We expect EUCAS can be effective user interface technology for providing personalized context-aware service.

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Analysis of Requirements Using Quality Function Deployment (QFD) in Virtual Reality(VR) (가상현실(VR)에서 품질기능전개(QFD)를 활용한 요구사항 분석)

  • Park, Jihye;Kim, Mincheol
    • Journal of Distribution Science
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    • v.17 no.2
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    • pp.101-107
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    • 2019
  • Purpose - The purpose of this study is to analyze the user requirements and developer requirements in virtual reality(VR), and suggest ways to increase the satisfaction of users who experience virtual reality. Specifically, focused on experience store of VR as a distribution retailer, user requirements were analyzed according to the results of previous research that the characteristics of Affordance, Presence, and Head Mounted Display (HMD) affect user satisfaction. Research, design, data, and methodology - Based on previous studies, in this study, we analyzed the importance of immerse, interaction, perception, and presence for the satisfaction of the user through the questionnaire, and the user experiences virtual reality (VR) The importance of HMD, Presence, Affordance, and experience satisfaction were analyzed. Based on this, we analyzed the user requirements and the developer requirements based on the questionnaires and interviews of the experts, starting from the user's desire or preference using QFD technique. Results - As a result of the analysis, the development factors that occupied a big part in the virtual reality field appeared to be visual. In detail, this showed that there was a lack of sense of presence for users. This should be improved. This paper shows that the requirements for visual, auditory, and tactile development are necessary. For the satisfaction of the users of virtual reality (VR) users, it is necessary to develop them according to their priority in consideration of importance and difficulty in the future. Conclusions - In this study, it was suggested that development according to priority should be considered, considering the difficulty level. Based on the results of this study, the following suggestions are made. First, we tried to search the list of user requirements as much as possible, but it is likely to change due to the development of VR technology. Therefore, it is necessary for developers to continually supplement user requirements with recent research literature. Second, development priorities according to difficulty level should be considered. This aspect should be considered in the actual VR development process, so if the numerical value of the difficulty is calculated, it should be presented in the research.

Discriminating a User Indirect Trust Considering Connection Relationship and Influence of Users in Social Networks (소셜 네트워크에서 연결 관계와 영향력을 고려한 사용자 간접 신뢰도 판별)

  • Seo, Indeok;Song, Heesub;Jeong, Jaeyun;Park, Jaeyeol;Kim, Minyoung;Lim, Jongtae;Bok, Kyoungsoo;Yoo, Jaesoo
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.280-291
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    • 2018
  • Recently, various interactions have been actively conducted through sharing and expressing opinions among users in social networks. In this process, since malicious users and fault information spread misinformation, trust is reduced irrespective of their will. To solve this problem, studies have been conducted to determine the trust of a user through direct-connected users. In this paper, we propose a enhanced user indirect trust discrimination scheme considering the connection relation and influence of users. The proposed indirect trust computation scheme derives the user's area of interest through user interaction and reconstructs the existing network considering the user connection relationship. The final indirect trust is also detected by determining whether the user is a malicious user through the influence of the user. Through various performance evaluations, we show that the proposed scheme achieves better performance than the existing method.

A Study on LMS Using Effective User Interface in Mobile Environment (모바일 환경에서 효과적인 사용자 인터페이스를 이용한 LMS에 관한 연구)

  • Kim, Si-Jung;Cho, Do-Eun
    • Journal of Advanced Navigation Technology
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    • v.16 no.1
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    • pp.76-81
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    • 2012
  • With the spread of the various mobile devices, the studies on the learning management system based on the u-learning are actively proceeding. The u-learning-based learning management system is very convenient in that there are no restrictions on the various access devices as well as the access time and place. However, the judgments on the authentication for the user and whether learning is focused on are difficult. In this paper, the voice and user face capture interface rather than the common user event oriented interface was applied to the learning management system. When a user is accessing the learning management system, user's registered password is input and login as voice, and the user's learning attitude is judged through the response utterance of simple words during the process of learning through contents. As a result of evaluating the proposed learning management system, the user's learning achievement and concentration were improved, thus enabling the manager to monitor the user's abnormal learning attitude.

A New Approach for Incorporating Transportation User Perception into Transportation Engineering (도로교통이용자 측면을 고려한 새로운 분석방법 개발)

  • Lee, Dong-Min
    • International Journal of Highway Engineering
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    • v.10 no.3
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    • pp.159-169
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    • 2008
  • As users constitute one of the three components of a transportation system; and in many respects the most important component, user perception is a critical element within the concept of transportation services as transportation exists to provide high quality service to various user groups. However, this user perception has not been studied because it is difficult to be analyzed. The purpose of this study is to introduce the importance and alternative method to consider transportation user perception for various transportation engineering areas such as service quality and safety level of transportation system. For this purpose, various studies related to transportation user perception were reviewed. In addition, experiment results were analyzed to investigate the characteristics of transportation user perception.

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An Attribute-Based Authentication Scheme Using Smart Cards (스마트카드를 이용한 속성기반 사용자 인증 스킴)

  • Yoo, Hye-Joung;Rhee, Hyun-Sook
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.18 no.5
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    • pp.41-47
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    • 2008
  • In a network environment, when a user requests a server's service, he/she must pass an examination of user authentication. Through this process, the server can determine if the user can use the provided services and the exact access rights of this user in these services. In these authentication schemes, the security of private information became an important issue. For this reason, many suggestions have been made in order to protect the privacy of users and smart cards have been widely used for authentication systems providing anonymity of users recently. An remote user authentication system using smart cards is a very practical solution to validate the eligibility of a user and provide secure communication. However, there are no studies in attribute-based authentication schemes using smart cards so far. In this paper, we propose a novel user authentication scheme using smart cards based on attributes. The major merits include : (1) the proposed scheme achieves the low-computation requirement for smart cards; (2) user only needs to register once and can use permitted various services according to attributes; (3) the proposed scheme guarantees perfect anonymity to remote server.

Effect of user′s semantic affinity of functions on evaluation of procedureal consistency (사용자의 기능간 유사성 인식이 절차 일관성 평가에 주는 영향)

  • 박지수;윤완철
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.05a
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    • pp.12-13
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    • 1999
  • 일관성을 평가하기 위한 모형들이 맡은 인터페이스 모델링 연구자들에 의해서 개발되어 왔다. Reisner (1981)의 GRAL(Grammatical Representation of Action language) 모형으로부터 시작된 일관성 평가 모형 개발은 TAG(Task Action Grammar; Payne and Green, 1986), APT(Agent Partitioning Theory: Reisner, 1993), PROCOPE(Poitrenaud, 1995) 모형으로 발전되었다.(중략)

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User Interface Development for PCS Phone (사용자 인터페이스 설계를 위한 개발 사례 (PCS Phone을 사례로))

  • 홍군선;한경하;이동연;박영목;신창범
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.05a
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    • pp.10-11
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    • 1999
  • 일반적으로 인터페이스를 설계한다고 하면 화면의 그래픽을 아름답게 하거나 기능을 단순화하는 작업이라는 인식을 가지는 경우가 있다. 그러나 인터페이스를 설계한다고 하는 것은 '사용함'을 디자인하는 것이다. 따라서 전자제품 등의 '사용함'의 설계는 기능의 구조, 조작의 흐름, 조작의 방법, 피드백, 레이아웃 및 그래픽 등을 모두 포함한다. (중략)

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