• Title/Summary/Keyword: User Studies

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A study on the direction of Service Strategy according to the change of Mobility Paradigm -focused on the Korean Millennials (모빌리티 패러다임 변화에 따른 서비스 전략 방향성 연구 -한국 밀레니얼 세대를 중심으로)

  • Sung, Sora;Lee, Jiyoun;Nah, Ken
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.375-381
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    • 2020
  • The purpose of this study is to observe the meaning of the movement recognized by the millennials to derive the direction of the future mobility service strategy according to the change in the mobility paradigm. To do this, the concept of mobility was understood and related cases were analyzed. The characteristics of the millennials were theoretically summarized, and an in-depth interviews were carried out with 25 Korean millennials to analyze the emotion. As a result, it was observed that mobility is not just a movement, but a movement with a pleasant experience for them, and its meaning is being extending as an experiencing good that satisfied emotions, which makes life luxurious. To establish a mobility service strategy that satisfies them First, it is necessary to make an effort to curate a mobility life suited to different emotions. Second, a strategy is required to show the language and image with emotion as a service. Third, it is necessary to play the role of an expert leading the future mobility life to be realized through connection with various fields. We expect that this study will be used as fundamental data for establishing a future mobility service strategy.

Internet Game Addiction and Emotional and Behavioral Characteristics in Upper Grade Elementary School Students and Middle School Students (인터넷 게임 중독에 있어서 초등학생 고학년군과 중학생군 간의 정서 및 행동특성의 차이)

  • Jeong, Hyeon;Park, Tae -Won;Lee, Seung-Ok;Lee, Sin-Hoo;Chung, Sang-Keun;Chung, Young-Chul;Yang, Jong-Chul;Cho, Eun-Cheong
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.21 no.2
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    • pp.87-94
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    • 2010
  • Objectives : This study was aimed at investigating the relationship between internet game addiction and emotional and behavioral characteristics of students both in the 5th and 6th grade of elementary school and in middle school. Methods : Two elementary schools and two middle schools were chosen to participate. The students completed selfreport questionnaires designed by the authors, called the Internet Game Addiction Scale, Korean youth self-report (K-YSR). Results : Compared to previous studies, the rates of those in the obvious game addiction group were much lower in this study. We defined the upper 10% of internet game addiction scores as a high risk user group and the lower 10% as a control group. There were significant differences between the groups with respect to the the ages at which internet gaming began, the frequency of game play per week, and the average length of each game playing session. Significant associations were also found between the level of internet game addiction and the withdrawn and delinquency subscales of the K-YSR. However, the association between game addiction and the withdrawn subscale was found only in middle school students. Conclusion : The findings from this study suggested that withdrawn and delinquent behaviors could be predictors of internet game addiction. Results also suggested the importance of early childhood intervention for preventing the development of more severe psychopathology in early adolescence.

Motivation of the Satellite DMB Use and Genre Consumption (위성 DMB 이용 동기와 장르 소비: 장르 선호도, 레퍼토리, 소비유사성을 중심으로)

  • Chon, Bum-Soo;Kim, Jung-Kee
    • Korean journal of communication and information
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    • v.36
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    • pp.374-398
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    • 2006
  • This paper attempts to identify motivations of the satellite DMB use and to examine the relationship between user motivations and structure of genre consumption. Firstly, this paper identified motivational dimensions for satellite DMB usage. The results of the factor analysis revealed three dimensions: information-seeking, entertainment-oriented and social communication. It accounts for 69.9% of the variances found within this data. Secondly, the results of the regression analyses suggested that both information seeking and entertainment-oriented motivations were closely related to genre preferences of satellite DMB contents. In addition, these two motivations predicted genre repertoires and similarity in genre consumption. In conclusion, motivations of the satellite DMB use were the best predictors for explaining the structure of genre consumption.

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A Study on the Choice of Main Entry in German Cataloging Rules; a comparison with the title entry in the Orient (독일목록규칙의 기본기입선정에 관한 연구)

  • Kim Tae-soo
    • Journal of the Korean Society for Library and Information Science
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    • v.21
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    • pp.61-101
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    • 1991
  • This study reviews the development and change of main entry principle in German cataloging codes, with special emphasis on RAK. With rerard to the functions of catalog, comparison between the traditional title main entry in the Orient and author main entry in the West has been made. The analysis confirms in this study that various criteria in choice of the entries in RAK have been adopted. In case of works where the persons who have played different roles in the works are named on the title page, as well as related works and works of mixed responsibility, the criteria of entry determination are complex and time consuming process and have no absolute value. And there are also various kinds of problems in corporate entries including confirmation of originator(Urheber), choice of either the territorial authority corncerned or corporate bodies as an entry depending on the nature of the publications, and a unique bibliographical situation of treaties. This means the code is absence of absolute value in selecting entries, and this results in adoption of main entry principle which has lost its significance for the purpose of cataloging. With emergence of the ISBD and actualization of automated cataloging, morever, all entries are equal as points of access. It would eliminate the need for personal judgements required in choice of main entry by the present code. In doing so, it would bring uniformity and standardization to cataloging practice. In direct approach to works, title entry is more developed finding device than author entry in cataloging theories. Thus introduction of unit card system beginning with title which is adopted in KCR3 would be desirable, the complicated rules for the choice of entry could be abandoned from cataloging codes. Most of the user studies show that catalog users have placed higher value on the title entry as a finding device and each entry is equal as access points through unit entry. This means that choice of a given entry as a main entry is unnecessary in cataloging codes. Title entry would be a rather simple standard and direct approach for works. This study proves that the traditional title entry of Korea is superior to author main entry in the Western world in cataloging theory. Thus recommendation to be made is that abandonment of author main entry from cataloging codes should be considered in the future.

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A Moving Object Query Process System for Mobile Recommendation Service (모바일 추천 서비스를 위한 이동 객체 질의 처리 시스템)

  • Park, Jeong-Seok;Shin, Moon-Sun;Ryu, Keun-Ho;Jung, Young-Jin
    • The KIPS Transactions:PartD
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    • v.14D no.7
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    • pp.707-718
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    • 2007
  • Recently, much studies for providing mobile users with suitable and useful content services, LBS(Location Based Service) corresponding to the change of users' location, are actively going on. First and foremost, this is basically owing to the progress of location management technologies such as GPS, mobile communication technology and the spread of personal devices like PDA and the cellular phones. Besides, the research scope of LBS has been changed from vehicle tracking and navigation services to intelligent and personalized services considering the changing information of conditions or environment where the users' are located. For example, it inputs the information such as heavy traffic, pollution, and accidents. The query languages which effectively search the stored vehicle and environment information have been studied depending on the increase of the information utilization. However, most of existing moving object query languages are not enough to provide a recommendation service for a user, because they can not be tested and evaluated in real world and did not consider changed environment information. In order to retrieve not only a vehicle location and environment condition but also use them, we suggest a moving object query language for recommendation service and implement a moving object query process system for supporting a query language. It can process a nearest neighbor query for recommendation service which considers various attributes such as a vehicle's location and direction, environment information. It can be applied to location based service application which utilizes the recommended factors based on environmental conditions.

The implementation of sign design simulation software (사인디자인 제작 체험 시뮬레이션 소프트웨어 개발)

  • Paik, Jin-Kyung;Lee, Kyung-Mi;Yeoun, Myeong-Heum
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.163-172
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    • 2006
  • Sign is one of the important factors in city and national image formation, thus requires high level of quality. However, domestic sign emphasize only the sense of attention that leads to big sized signs, thus often results in a poor coordination with the surrounding space. This situation requires employees in sign business want to learn specialized knowledge about design field. Based on these circumstances, we propose sign design software to employees in sign business field as an aid tool that can help to develop good signs in terms of functionality as well as harmony of design. Thus, in this investigation, sign simulation software application case that can design sign and apply this sign to the actual application site is presented. In order to develop this software, literature survey and preliminary studies were performed to analyze the preparation process and environment, and designed sign design element and software elements, user interrace, and finally Java software were utilized. This developed software can be used as a textbook in sign design related departments in schools, and hopefully to enhance the social recognition of sign as well as academic interest.

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A Study on the Application of 3D Virtual Human in the prior stage of Design Works - With the emphasis on the determining design layout of a forklift truck (디자인 초기단계에서의 3차원 가상인간(Virtual Human) 활용에 관한 연구 - 지게차 레이아웃 결정 단계를 중심으로)

  • 김관명
    • Archives of design research
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    • v.12 no.4
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    • pp.294-303
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    • 1999
  • With the breakthrough development of computing environment, the design phases have been changed a lot nowadays. In the case of prior phases of transportation design such as cars and forklift-trucks design, designers have depended on surveys and 2D line drawings for fixing a product layout and extracting ergonomic data. In this method, designers don't meet only the problem of reliability of measuring data but also, the problems of unknown situation of operators' fatigue and comfort in work situation. In these methods, it has much less creditability to have a 2D human model to check the real world motion due to the limitation of the 3 Dimension. Even though with a 2D human model, perfect layout is determined, it is still difficult to measure about comfort and fatigue for a user because it measuring an analysing method is static. The development of computer hardware and software have not only changed the flow in the social-wide range but also immerged design into Virtual Environment. In conventional design method, visualization and data transferring have been the main issues but, in virtual environment, determining of design layout and analysing ergonomic data with sophisticated feeling about comfort and fatigue are possible by using 3D virtual human. In this study, the general characteristics of virtual environment was discussed and the possibility of digital process of design was treated. For these studies, layout design for forklift-trucks was tested. Eventually, the merits of each design phase applied virtual environment are discussed.

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The Observationi of User Behaviors of the Urban Plaza using Time-Lapse Record-A case study of Chungryangri Station Plaza- (Time-Lapse 촬영방법을 이용한 도심 광장의 이용행태에 관한 연구 -청량리 역광장을 사례로-)

  • 조창완;진양교
    • Journal of the Korean Institute of Landscape Architecture
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    • v.26 no.3
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    • pp.199-212
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    • 1998
  • The ultimate goal of this study can be summed up as follows: First, the utility of Time-Lapse that observes and records people's behavior will be shown and its merits and demerits will be discussed through comparing with other data-collecting methods such as the naked- eye observation, and the specific way in which Time-Lapse can be put to use will be suggested. Second, analysis of use behavior boserved in the plaza of Chungryangri station by Time-Lapse will be made, on the basis of which suggestions will be made concerning planing, designing, layout, and management of the station plaza. Time-Lapse can observe and records the plaza of Chungryangri Staton through 6 different ways of recording in Time-Lapse: 30 seconds, every minute, every two minutes, second every five minutes, every one tenth of a second, and every one fifth of a second, and these different ways of recording were analyzed through comparison from one to each other to check their respective utilities. And also analysis of tracks of pedestrians, density, and use behavior of users were made, according to which the way in which Time-Lapse can be utilized was examined. Several useful results obtained from this study are shown as follows. First, Time-Lapse made it possible to continuously observe for a long time using minimu efforts, and a single tape which is able to cover from 12 hours up to 25 days is useful for observing variation of behavior in space with the passage of time and seasons. Second, among six ways of recording, the recording every one tenth of a second and every one fifth of a second are useful for finding the tracks of pedestrians, the number of users, the member compositions, the time spent in one place, and manner of use. And besides the moving direction and its purpose can be recognized in a short time, which makes it possile to see where crossings of moving directions occur. Third, the recording every thirty seconds, every minute, every two minutes, and every five minutes are useful for analyzing the density in space as well as for finding the number of users and frequency of facilities use. In particular the recording every thirty seconds made it possible to keep the track of pedestrians' walking, and to observe even slowly moving motions such as cleaning. But when the recording interval exceeds one minute, this was not possible. Fourth, time-lapse has advantages over the naked eye observation in several respects. Time-lapse can measure observed behavior and density in terms of number, and locate the position of users. Time-Lapse, if accompanied by other methods such as interviewing and question that can examine psychological aspects like satisfaction or the purpose of use and be a useful device for space studies.

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ICT based Wireless Power Transmission System Development (ICT 기반의 무선전력전송 시스템 개발)

  • Lee, Jong-Hee;Bang, Junho;Chun, Hyun-Jun;Seo, Beom-Geun;Ryu, In-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.5
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    • pp.67-73
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    • 2016
  • Recently, wireless power transmission has attracted much interest and is the subject of much research in industry and academia. As its name implies, it is a technology which involves transferring power without wires. This paper presents the design of an ICT-based wireless power transmission system. The proposed system consists of a wireless transceiver unit and high-efficiency coil unit, which can increase both the transmission efficiency and the effective power distance. In particular, the wireless transceiver unit was designed to work with the ICT technique to enable real-time remote monitoring. Also, studies were done relating to the effect of reducing the standby power. The optimal frequency of IGBT devices used in industrial wireless power systems of 20[KHz] was utilized. The values of $23.9[{\mu}H]$ and $2.64[{\mu}F]$ were selected for L and C, respectively, through many field experiments designed to optimize the system design. In addition, an output current controlling algorithm was developed for the purpose of reducing the standby power. The results presented in this paper represent a 75[%] to 85[%] higher power transmission efficiency with a 10[%] increase in the effective power transmission distance compared with the existing systems. As a result, the proposed system exhibits a lower standby power and maintenance costs. Also, the designed wireless transceiver unit facilitates fault detection by means of user acquired data with the development of the ICT applied program.

A Network Adaptive SVC Streaming Protocol for Improving Video Quality (비디오 품질 향상을 위한 네트워크 적응적인 SVC 스트리밍 프로토콜)

  • Kim, Jong-Hyun;Koo, Ja-Hon;Chung, Kwang-Sue
    • Journal of KIISE:Information Networking
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    • v.37 no.5
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    • pp.363-373
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    • 2010
  • The existing QoS mechanisms for video streaming are short of the consideration for various user environments and the characteristic of streaming applying programs. In order to overwhelm this problem, studies on the video streaming protocols exploiting scalable video coding (SVC), which provide spatial, temporal, and qualitative scalability in video coding, are progressing actively. However, these protocols also have the problem to deepen network congestion situation, and to lower fairness between other traffics, as they are not equipped with congestion control mechanisms. SVC based streaming protocols also have the problem to overlook the property of videos encoded in SVC, as the protocols transmit the streaming simply by extracting the bitstream which has the maximum bit rate within available bandwidth of a network. To solve these problems, this study suggests TCP-friendly network adaptive SVC streaming(T-NASS) protocol which considers both network status and SVC bitstream property. T-NASS protocol extracts the optimal SVC bitstream by calculating TCP-friendly transmission rate, and by perceiving the network status on the basis of packet loss rate and explicit congestion notification(ECN). Through the performance estimation using an ns-2 network simulator, this study identified T-NASS protocol extracts the optimal bitstream as it uses TCP-friendly transmission property and perceives the network status, and also identified the video image quality transmitted through T-NASS protocol is improved.