• Title/Summary/Keyword: User Studies

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A Study on the Key Factors in User Acceptance of the Smart Clothing (스마트웨어의 수용 요인에 대한 연구)

  • Hong, Ji-Young;Chae, Haeng-Suk;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.9 no.spc3
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    • pp.235-241
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    • 2006
  • This paper predict user acceptance of smart clothing. The present research develops and validates new products for smart clothing. Studies suggest that further analysis of the process be undertaken to better establish properties for smart clothing, underlying structures and stability over innovative technologies. The findings reported in this paper should be useful methods which identify user needs. such findings in now provide a way to explain technology acceptance. Both of qualitative and quantitative methods, were applied to this study in order to find out user needs for smart clothing. We are writing scenarios and conducting both focused group interviews and a survey to assess the user's interest. The purpose of the survey is to evaluate the importance of the functions and to evaluate the degree of the participant's feeling and attitude. Furthermore, we explore the nature and specific influences of factors that may affect the user perception and usage.

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MOnCa2: High-Level Context Reasoning Framework based on User Travel Behavior Recognition and Route Prediction for Intelligent Smartphone Applications (MOnCa2: 지능형 스마트폰 어플리케이션을 위한 사용자 이동 행위 인지와 경로 예측 기반의 고수준 콘텍스트 추론 프레임워크)

  • Kim, Je-Min;Park, Young-Tack
    • Journal of KIISE
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    • v.42 no.3
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    • pp.295-306
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    • 2015
  • MOnCa2 is a framework for building intelligent smartphone applications based on smartphone sensors and ontology reasoning. In previous studies, MOnCa determined and inferred user situations based on sensor values represented by ontology instances. When this approach is applied, recognizing user space information or objects in user surroundings is possible, whereas determining the user's physical context (travel behavior, travel destination) is impossible. In this paper, MOnCa2 is used to build recognition models for travel behavior and routes using smartphone sensors to analyze the user's physical context, infer basic context regarding the user's travel behavior and routes by adapting these models, and generate high-level context by applying ontology reasoning to the basic context for creating intelligent applications. This paper is focused on approaches that are able to recognize the user's travel behavior using smartphone accelerometers, predict personal routes and destinations using GPS signals, and infer high-level context by applying realization.

User's Emotion Modeling on Dynamic Narrative Structure : towards of Film and Game (동적 내러티브 구조에 대한 사용자 감정모델링 : 영화와 게임을 중심으로)

  • Kim, Mi-Jin;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.103-111
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    • 2012
  • This paper is a basic study for making a system that can predict the success and failure of entertainment contents at the initial stage of production. It proposes the user's emotion modeling of dynamic narrative on entertainment contents. To make this possible, 1) dynamic narrative emotion model is proposed based on theoretical research of narrative structure and cognitive emotion model. 2) configuring the emotion types and emotion value, proposed model of three emotion parameter(desire, expectation, emotion type) are derived. 3)To measure user's emotion in each story event of dynamic narrative, cognitive behavior and description of user(film, game) is established. The earlier studies on the user research of conceptual, analytic approach is aimed of predicting on review of the media and user's attitude, and consequently these results is delineated purely descriptive. In contrast, this paper is proposed the method of user's emotion modeling on dynamic narrative. It would be able to contributed to the emotional evaluation of entertainment contents using specific information.

A Study on Analysis of User Behavior and Needs for Efficient Use of a Home Smart Mirror (홈 스마트 미러의 효율적 활용을 위한 사용자 행태 및 니즈 분석 연구)

  • Oh, Moonseok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.1
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    • pp.119-129
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    • 2016
  • Rapid changes to the paradigm of smart media have created a communication environment through merging with various media such as IoT technology, which is internet of things. Among them, user' need for a start home, which is one of people living conditions, has been growing and values of the communication environment in a living space using a smart mirror have been growing. However, studies on figuring out behavior and analyzing needs of family members who actually use the living space are insufficient. This study is to draw the service system of the home smart mirror by analysis of behavior and needs of users of the living space. For a research method for analysis of behavior of family members, I wrote two kinds of user's experience maps, which are frequency of use of a quantitative space of a living space and space's important value scales by persona study and depth interview. Through this, applied spaces of the home smart mirror (living room, bathroom, powder room, dress room, porch, kitchen, room) and the types of user needs (type of providing information, entertainment type, control type, service type) have been drawn and statistical analysis methodology has been utilized for a research of user preferences in regard to correlation between living spaces and types of user needs based on a survey. As a result of analysis of ages and gender, types of user needs by space have been drawn and the service system of the home smart mirror has been drawn. It would be utilized as a basic material for various contents development and design using the smart mirror in the future.

Postgraduate Students’ Use of E-Resources in Nigerian University Libraries: What is the Influence of User Education?

  • Abubakar, Daniel;Adetimirin, Airen
    • Journal of Information Science Theory and Practice
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    • v.4 no.3
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    • pp.43-56
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    • 2016
  • Introduction. Inadequate methods for acquiring user education could affect the level of library user education possessed by postgraduate students, and ultimately influence the purposes of their usage of e-resources provided in their university libraries. Despite the global acceptance that e-resources are contributing to postgraduate student’s research work, however, it has been documented that there is low use of e-resources in university libraries in Nigeria among postgraduate students. This drift could have negative consequences on their overall development. Therefore, this study determined how influential library user education is on the use of e-resources by postgraduate students in Nigerian university libraries.Methods. A survey research design and multi-stage sampling technique was adopted to select 2,726 from 54,578 postgraduate students from four faculties in 16 federal conventional universities in Nigeria. The data set was collected using a questionnaire and an interview schedule for e-resources librarians/system librarians and was analysed using percentage and Pearson’s product moment correlation.Results. The majority of the students were at the Master’s level (57.5%). The gender shows a ratio of 59.0% male and 41.0% female. Most Nigerian students enrol for postgraduate programmes in their thirties ‘30-39’ years. The use of e-resources by the postgraduates was low (weighted average of 2.45). The relationship between level of library user education and postgraduate students’ use of e-resources was positive, slightly strong, and significant (r = 318; df = 2284; p< .05).Conclusion. User education has positively inclined postgraduate students to the use of e-resources in their libraries. Therefore, libraries should employ all methods for acquiring user education for postgraduate students.

Effects of Online Game Service Satisfaction and Content Satisfaction on Users' Game Loyalty (온라인게임 운영 서비스와 콘텐츠 만족도가 게임 충성도에 미치는 영향에 대한 연구)

  • Jeong, Eui-Jun;Kim, Min-Chul;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.33-44
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    • 2012
  • With the development of online game industry, the focal structure of game industry is under the expansion from content production to service management. In line with the trend, game service management and user satisfaction to the service as well have gained their weight in the game industry. However, since previous studies have focused on content production, little was discussed on the game service management. The current study investigated the effects of game service on user satisfaction. In addition, we tested the effects of a user's game service satisfaction on the user's loyalty toward the games with consideration of the user's content satisfaction and the gaming period. Results showed that there is a significant association between service satisfaction and user loyalty in the user's continual use of the games. Specifically, light users showed high loyalty with the increase of service satisfaction as they continue playing the games.

Recommending Personalized POI Considering Time and User Activity in Location Based Social Networks (위치기반 소셜 네트워크에서 시간과 사용자 활동을 고려한 개인화된 POI 추천)

  • Lee, Kyunam;Lim, Jongtae;Bok, Kyoungsoo;Yoo, Jaesoo
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.64-75
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    • 2018
  • With the development of location-aware technologies and the activation of smart phones, location based social networks(LBSN) have been activated to allow people to easily share their location. In particular, studies on recommending the location of user interests by using the user check-in function in LBSN have been actively conducted. In this paper, we propose a location recommendation scheme considering time and user activities in LBSN. The proposed scheme considers user preference changes over time, local experts, and user interest in rare places. In other words, it uses the check-in history over time and distinguishes the user activity area to identify local experts. It also considers a rare place to give a weight to the user preferred place. It is shown through various performance evaluations that the proposed scheme outperforms the existing schemes.

A Study on the Form Analysis Tools Based on the User's Emotional Response (사용자의 감성반응에 기초한 형태 분석 도구에 대한 연구)

  • Choi, Min-Young
    • Science of Emotion and Sensibility
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    • v.12 no.2
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    • pp.233-242
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    • 2009
  • Recently the studies on user-centered design and form-development have become issues of general interest as the key methods for successful design. For form analysis on user it is important needs that an integrated approach of existing methods and development of expert tool for designer. Moreover analysis methods and tools have to meet with the designers needs of visual result, clear direction, concrete formative factor, user's emotional response and designer-friendly interface. This study proposed the main concepts of form analysis tool based on the user's emotional response ; integrated management, variables set-up, visual result of analysis, in-depth analysis with data mining and correlation, and reinforcement of user-centered analysis. Specific analysis tool consists of 5 functions: Project Management, Analysis Frame Set-up, Data Input-output, Basic Analysis, and In-depth Analysis. The feasibility of proposed tool was verified by a case study of mobile phone design in under-graduate class.

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A Study on the Accuracy Improvement of Movie Recommender System Using Word2Vec and Ensemble Convolutional Neural Networks (Word2Vec과 앙상블 합성곱 신경망을 활용한 영화추천 시스템의 정확도 개선에 관한 연구)

  • Kang, Boo-Sik
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.123-130
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    • 2019
  • One of the most commonly used methods of web recommendation techniques is collaborative filtering. Many studies on collaborative filtering have suggested ways to improve accuracy. This study proposes a method of movie recommendation using Word2Vec and an ensemble convolutional neural networks. First, in the user, movie, and rating information, construct the user sentences and movie sentences. It inputs user sentences and movie sentences into Word2Vec to obtain user vectors and movie vectors. User vectors are entered into user convolution model and movie vectors are input to movie convolution model. The user and the movie convolution models are linked to a fully connected neural network model. Finally, the output layer of the fully connected neural network outputs forecasts of user movie ratings. Experimentation results showed that the accuracy of the technique proposed in this study accuracy of conventional collaborative filtering techniques was improved compared to those of conventional collaborative filtering technique and the technique using Word2Vec and deep neural networks proposed in a similar study.

User Preference for Improved Remodeling of Arcade in Traditional Market - Based on user surveys in Daegu Seomun Market - (전통시장 아케이드 공간의 리모델링을 위한 이용자 태도에 관한 연구 - 대구서문시장 이용자 설문을 바탕으로 -)

  • Kim, gyeong-Im;Lee, Jeong-Ho
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.36 no.1
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    • pp.27-36
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    • 2020
  • Fifteen years after the modernization of traditional markets, commercial facilities and some 1,000 markets across the country contacted arcade operators, there are no specific guidelines on installation standards, exact guidelines for public facilities, and guidelines on law, maintenance and management yet. Therefore, it is necessary to derive a plan that reflects the mindset of the market project and the users as basic planning data for making arcade remodeling of traditional markets more advanced. As a research method, case studies and surveys were conducted and the details are as follows. Through the case study, this study drew suggestions that were available and needed in Korea on the planning plan of arcade space in the developed traditional market and conducted user preference. The survey participants are 150 users of Daegu seomun market. In addition, the survey contents are approached with the concept of remodeling remuneration, so the total number of questions is 47 including 'accessibility', 'comfort', 'openness', 'safety' and 'integrity', which are five elements of the arcade plan. The survey method assessed the importance and satisfaction of each questionnaire on a 5-point scale, and the survey results were compared with technical statistics and means using the SPSS statistics package. The results of user awareness and image survey, in which the installation and remodeling of the ventilation system of the crosshairs are mentioned in the event of fire or in the case of daily ventilation, are important factors in safety. The user-conscious survey, analyzed in 'integrity', indicates that the use of multi-purpose space is required, and that the layout of street stalls and parking and user movements should be integrated. Mac of this study is going to present direction of remodeling plan and behavior analysis by analyzing user preference data for advanced remodeling of arcade in traditional markets.