• Title/Summary/Keyword: User Value

Search Result 1,755, Processing Time 0.028 seconds

Development and Evaluation of an Internet Literacy Questionnaire(ILQ) (인터넷 사용자 경험 수준 측정을 위한 질문지 개발과 평가)

  • Kim, Insoo;Kim, Kiwoo;Kim, Gyeung-min;Myung, Rohae
    • Journal of Korean Institute of Industrial Engineers
    • /
    • v.28 no.4
    • /
    • pp.397-406
    • /
    • 2002
  • A study was conducted to develop Internet Literacy Questionnaire(ILQ) to investigate the levels of user's knowledge on Internet literacy. ILQ was found to be reliable (showed an internal consistency) with Cronbach's alpha of 0.93(p-value<0.001) and valid with test-retest correlation of 0.90 (p-value<0.001). ILQ, composed of 21 questions, was developed to test four areas of user's Internet literacy: general experience on Internet, advanced experience on Internet, knowledge on Internet program languages, and Internet application software programs. These four factors represented 69.2% of the knowledge of all areas of Internet literacy. As a result, ILQ could be used to differentiate the levels of user's Internet knowledge as beginners, intermediates, and experts before any Internet application programs are to be developed.

Reliable Billing Schemes for Service Types in Mobile Communication Environments (이동통신 환경에서 신뢰할 수 있는 서비스별 과금 방법)

  • 김순석
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.7 no.8
    • /
    • pp.1714-1725
    • /
    • 2003
  • In this paper we propose reliable billing schemes between users and contents providers where a user is provided value­added service for a paid contents using mobile terminals. Our schemes support various types of services such as short messages, bell sounds, images or music data transmissions, and games in mobile communication environments. Using hash chain method, we also reduced the computational overhead of mobile terminals and the volume of data transmitted between the user and the content provider. Content providers can save memory space because they don't need to store each user's usage evidence but still can charge.

Emotional Interface Technologies for Service Robot (서비스 로봇을 위한 감성인터페이스 기술)

  • Yang, Hyun-Seung;Seo, Yong-Ho;Jeong, Il-Woong;Han, Tae-Woo;Rho, Dong-Hyun
    • The Journal of Korea Robotics Society
    • /
    • v.1 no.1
    • /
    • pp.58-65
    • /
    • 2006
  • The emotional interface is essential technology for the robot to provide the proper service to the user. In this research, we developed emotional components for the service robot such as a neural network based facial expression recognizer, emotion expression technologies based on 3D graphical face expression and joints movements, considering a user's reaction, behavior selection technology for emotion expression. We used our humanoid robots, AMI and AMIET as the test-beds of our emotional interface. We researched on the emotional interaction between a service robot and a user by integrating the developed technologies. Emotional interface technology for the service robot, enhance the performance of friendly interaction to the service robot, to increase the diversity of the service and the value-added of the robot for human. and it elevates the market growth and also contribute to the popularization of the robot. The emotional interface technology can enhance the performance of friendly interaction of the service robot. This technology can also increase the diversity of the service and the value-added of the robot for human. and it can elevate the market growth and also contribute to the popularization of the robot.

  • PDF

A Study on Factors Affecting Intention to Use Connected Cars (커넥티드카 이용의도에 영향을 미치는 요인에 관한 연구)

  • Jeen, Sungkwang;Kim, Seog;Choi, Jeongil
    • Journal of Korean Society for Quality Management
    • /
    • v.49 no.3
    • /
    • pp.359-374
    • /
    • 2021
  • Purpose: This study attempted to verify which factor affects the intention to use of the connected car that has recently emerged. Methods: Based on prior researches, this study derives the characteristics of connected car that affects user intention and designs research model for empirical analysis. A structured questionnaire was conducted for those who drive cars, and a total of 292 usable responses were collected and empirically analyzed using SPSS and PLS. Results: The results of this study are as follows; service quality, hedonic motivation, and social influence have a significant effect on perceived value, but system quality, information quality, user innovation, experience and facilitating condition did not. In addition, it was found that system quality, information quality, service quality, user innovation, facilitating conditions and social influence have a significant effect on satisfaction, but hedonic motivation and experience did not affect satisfaction. Conclusion: The findings of this empirical analysis have implications for effectively recognizing the value of connected cars based on the technology of information systems to users and establishing sustainable growth strategies for connected car producers and suppliers.

Emotion Classification DNN Model for Virtual Reality based 3D Space (가상현실 기반 3차원 공간에 대한 감정분류 딥러닝 모델)

  • Myung, Jee-Yeon;Jun, Han-Jong
    • Journal of the Architectural Institute of Korea Planning & Design
    • /
    • v.36 no.4
    • /
    • pp.41-49
    • /
    • 2020
  • The purpose of this study was to investigate the use of the Deep Neural Networks(DNN) model to classify user's emotions, in particular Electroencephalography(EEG) toward Virtual-Reality(VR) based 3D design alternatives. Four different types of VR Space were constructed to measure a user's emotion and EEG was measured for each stimulus. In addition to the quantitative evaluation based on EEG data, a questionnaire was conducted to qualitatively check whether there is a difference between VR stimuli. As a result, there is a significant difference between plan types according to the normalized ranking method. Therefore, the value of the subjective questionnaire was used as labeling data and collected EEG data was used for a feature value in the DNN model. Google TensorFlow was used to build and train the model. The accuracy of the developed model was 98.9%, which is higher than in previous studies. This indicates that there is a possibility of VR and Fast Fourier Transform(FFT) processing would affect the accuracy of the model, which means that it is possible to classify a user's emotions toward VR based 3D design alternatives by measuring the EEG with this model.

A Study of User-Oriented Storytelling Based on Enneagram (에니어그램을 활용한 사용자 중심 스토리텔링에 관한 연구)

  • Kang, Jeong-Hwa;Oh, Gyu-Hwan;Lee, Yun-Jin;Suk, Hae-Jung
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.12
    • /
    • pp.34-48
    • /
    • 2017
  • The narratives of the digital age have attempted interactions, and the interactive storytelling represented by the Branch Narratives has a problem of the expensive production cost of many optional implementations and poor narrative compared to linear story. As an alternative to this, this study proposes a user-oriented storytelling using user's personality traits. Using the Enneagram, a model of human psyche, and the Actantial model of the semiotician Greimas, when stories and characters are the same, the story could be reconstructed by deriving different topics from the same story according to the user's Enneagram personality type. The theme is determined by defining the axis of the desire of the Actantial model by respectively setting the character with the user's Enneagram type as the subject and the core value in the type as the object. The axis of Power could be defined by the stress and security points in Enneagram. In this way, we can derive the themes of 9 Enneagram types and the corresponding Actantial model and make plots. The users will appreciate one of these reconstructed plots in different perspectives and themes, depending on their personality type. In this study, we applied the above methodology to the story of the pansori novel "Tokkijeon". User-centered storytelling is a new attempt to predict user's choice and reconstruct the story based on the user's personality and perspective.

Superposition Coding in SUS MU-MIMO system for user fairness (사용자 공정성을 위한 MU-MIMO 시스템에서 반직교 사용자 선택 알고리즘에 중첩 코딩 적용 연구)

  • Jang, Hwan Soo;Kim, Kyung Hoon;Choi, Seung Won
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.10 no.1
    • /
    • pp.99-104
    • /
    • 2014
  • Nowadays, various researches fulfill in many communication engineering area for B4G (Beyond Forth Generation). Next LTE-A (Long Term Evolution Advanced), MU-MIMO (Multi-User Multi Input Multi Output) method raises to upgrade throughput performance. However, the method of user selection is not decided because of many types and discussions in MU-MIMO system. Many existing methods are powerful for enhancing performance but have various restrictions in practical implementation. Fairness problem is primary restriction in this area. Existing papers emphasis algorithm to increase sum-rate but we introduce an algorithm about dealing with fairness problem for real commercialization implementation. Therefore, this paper introduces new user selection method in MU-MIMO system. This method overcomes a fairness problem in SUS (Semiorthogonal User Selection) algorithm. We can use the method to get a similar sum-rate with SUS and a high fairness performance. And this paper uses a hybrid method with SC-SUS (Superposition Coding SUS) algorithm and SUS algorithm. We find a threshold value of optimal performance by experimental method. We show this performance by computer simulation with MATLAB and analysis that results. And we compare the results with another paper's that different way to solve fairness problem.

An experimental study on search speed and error rate according to Korean letter size and font on search task with VDT (VDT 화면에서 한글의 글자크기와 서체에 따른 탐색속도와 오류율에 관한 실험적 연구)

  • 황우상;이동춘;이상도;이진호
    • Journal of the Ergonomics Society of Korea
    • /
    • v.16 no.2
    • /
    • pp.29-38
    • /
    • 1997
  • The research on the factors which effect on legibility is mainly utilized as the basic data of selecting the standard guideline of VDT screen. But the research on Korean is scarcer than that of English. Furthermore, it is unreasonable to apply the results of the foreign language to Korean, beause of the difference between the typography of English and that of Korean. Therefore, more systematic and ergonomic research of the Korean typography on VDT screen is needed. In this paper, an experimental study on search speed and error rate is designed and performed according to different Korean letter size and font on search task with VDT. The experimental screen based on popular Ming and Gothic style is made up of total 12 artificial screens, each 6 different font size. As the criteria of the performance, searching speed(s.s.) and error rate (e) are selected, and CFF value is measured to evaluate user's visual fatigue. The results of experiment in font show that the Korean Gothic style is superior to the Korean Ming style in user's visual performance. The letter size that gives user the optimal performance ranges from the visual angle 39.8' to 55.5' in Ming style, from the visual angle 39.8' to 52.6' in Gothic systle. In visual fatigue experiment, the better performance of letter size is, the less tired user feels. And the smaller letter size is, the more tired user feels. There is no relationship between font and user's visual fatigue.

  • PDF

EPG User Interface Via Multiple Programmable Attribute Values Specified (복수의 프로그램 속성 값 지정을 통한 EPG User Interface)

  • Yoon, Jeong-Shick
    • Journal of the Semiconductor & Display Technology
    • /
    • v.14 no.4
    • /
    • pp.61-66
    • /
    • 2015
  • With the start of digital broadcasting, TV screen, there is provided a new broadcast service is called EPG (Electronic Program Guide) that can be retrieved directly to a channel or program. However, a study considering the EPG of the user interface on the viewer position is so far insufficient. TV is because everyone watching the media, rather than a specific layer is necessary in order to find easy, intuitive user interface for the program to the viewer. That is, it is possible to quickly find the program to select the attributes that the TV viewer can be easily understood by using the EPG. To this end, this paper first genres which are representative of the properties that distinguish a TV program, time, rating, etc. were systematically classified. So viewers the values of the properties but to specify organized by the EPG, the order of attributes that specify the value we design a user interface that can be selected as having easy. And compare the superiority of the function evaluation of the two through the EPG in the EPG Usability Test proposed by the EPG with the existing commercial paper.

Design of EPG User Interface with The Relativities of The Attribute value (속성 값들의 연관관계를 이용한 EPG User Interface의 설계)

  • Lee Jae Hoon;Jung Moon Ryul
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2003.11a
    • /
    • pp.87-90
    • /
    • 2003
  • 디지털 방송의 시작과 함께, TV화면에서 채널이나 프로그램을 직접 검색할 수 있는 EPG(Electronic Program Guide)라는 새로운 방송 서비스가 제공되고 있다. 그러나 아직까지는 시청자 입장을 고려한 EPG의 User Interface에 대한 연구는 미흡한 실정이다. TV는 특정 계층이 아닌 모든 사람이 시청하는 매체이의로 시청자에게 프로그램을 쉽게 찾게 하기 위해서는 단순하고 직관적인 User Interface가 필요하다. 이러한 User Interface를 설계하기 위해서는 많은 채널에서 방송되고 있는 프로그램을 체계적으로 구분학 수 있는 정보구조와 정보구조들을 유연하게 연결시킬 수 있는 Navigation의 설계가 필요하다. 일반적으로 프로그램을 구분하는 방법으로 장르, 시간, 등급, 프로그램의 내용 등과 같은 속성을 이용한다. 하지만 이러한 속성들은 체계적으로 구조화되어 있지 않다. 본 논문에서 제안하는 EPG는 프로그램이 가지는 속성들을 체계적으로 정리해 구조화하고, 이렇게 구조화된 속성들을 시청자들이 쉽게 선택해 원하는 프로그램을 찾을 수 있는 유연한 Navigation을 설계함으로써 기존의 EPG보다 쉽고 빠르게 프로그램을 검색 학 수 있는 User Interface를 제안하고자 한다.

  • PDF