• Title/Summary/Keyword: User behavior

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Navigational Structure and User Behavior Modeling for Restructuring of Web-based Information Systems (웹기반 정보시스템의 재구성을 위한 항해구조 및 사용자행동 모델링)

  • 박학수;황성하;이강수
    • Journal of Korea Multimedia Society
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    • v.5 no.6
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    • pp.730-744
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    • 2002
  • A Web-Based Information System(WBIS), a typical structure of recently information systems, should be dynamically restructured in order to satisfy user's need and make a profit. Thus, we should analyze and modelize the navigational structure of WBIS and utilize it by modeling the navigational structure of behavior of user through log-file as system restructuring. In this paper, we propose the modeling method for navigational structure and user behavior to restructure WBIS including shopping mall. Also, we suggest the structural model, state transition model, Petri net model and analysis method and analyze and implement modeling algorithm for user behavior to analyze log-file of it. Then, we propose some restructuring heuristic and apply the methods to the example of WBIS.

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A Study on the Development of the User Behavior Simulation Technology Using a Perceived Action Possibilities (내제된 행위 유발 가능성을 활용하는 사용자 행동 시뮬레이션 기술의 개발에 관한 연구)

  • Lee, Yun-Gil;Park, Chang-Hoon;Im, Dong-Hyuk
    • Journal of Korea Multimedia Society
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    • v.17 no.11
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    • pp.1335-1344
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    • 2014
  • In architectural design, the user is one of the most important factors for the design task as well as the standard for evaluating the value of the built environment after its construction. Recently, accidents, such as fires and breakdowns, in huge and complicated buildings have increased the importance of user behavior simulation. The Korean government has tried to establish a regulation for the prevention of accidents in the built environment. This is regarded as a significant step forward for providing a safer and more appropriate environment for users. However, the existing technologies related to analyzing user behavior only simulate simplified situations. Such simulations are not enough to evaluate accurately the designed alternatives because buildings and spaces contain more complicated information than what we have conventionally considered. Thus, we propose that the advanced agent can interact with the architectural context. It can understand not only the physical situation but also how the users affect this situation. In order to realize this, we adopted the concept of affordances as the perceived action possibilities for the simulation environment.

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.

Analysis of Library Website Users' Behavior to Optimize Virtual Information and Library Services

  • Shevchenko, Lyudmila
    • Journal of Information Science Theory and Practice
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    • v.8 no.1
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    • pp.45-55
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    • 2020
  • The purpose of this work was to study library website users' actions by tracking their behavior, determining popular content, and identifying browsing patterns and subsequent improvement of access to popular content. The study of behavior models and the use of web analytics has led to the emergence of solutions that improve the usability and functionality of the State Public Scientific-Technological Library of the Siberian Branch of the Russian Academy of Sciences (SPSTL SB RAS) website. These are: identifying user tasks as they are developed, conducting user testing to better understand the event. tracking data and collecting additional data to verify the effectiveness of the changes made. Examining data on the duration of the session and the number of visits will help determine the goals of user visits and develop new recommendations. Usability analysis and testing will make it possible to compare the data obtained using web analytics and the perception of the library site by the users themselves. Recommendations are offered to libraries on the use of data on the real behavior of the target audience of the library website to improve access to library resources and services, increase their relevance and improve information services.

Procedural Behavior Model using Behavior Tree in Virtual Reality Applications

  • Seo, Jinseok;Yang, Ungyeon
    • Journal of Multimedia Information System
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    • v.6 no.4
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    • pp.179-184
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    • 2019
  • This paper introduces a study for procedurally generating the behavior of objects in a virtual environment at runtime. This study was initiated to enable the behavioral model of objects in virtual reality applications to evolve in response to user behavior at runtime. Our approach is to describe the behavior of an object as a behavior tree, and to make a node of the behavior tree change to another type if a certain condition is satisfied. We defined four types of node changes: "parameterized", "probabilistic", "alternate", and "variant". We experimented with a virtual environment that includes a variety of simple procedural elements to explore the possibilities of our approach. As a result of the implementation, if an optimization algorithm that can select and apply the optimized procedural elements in response to the user's behavior is complemented, it is confirmed that more intelligent objects and agents can be implemented in virtual reality applications.

User Modeling Using User Preference and User Life Pattern Based on Personal Bio Data and SNS Data

  • Song, Hyejin;Lee, Kihoon;Moon, Nammee
    • Journal of Information Processing Systems
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    • v.15 no.3
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    • pp.645-654
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    • 2019
  • The purpose of this study was to collect and analyze personal bio data and social network services (SNS) data, derive user preference and user life pattern, and propose intuitive and precise user modeling. This study not only tried to conduct eye tracking experiments using various smart devices to be the ground of the recommendation system considering the attribute of smart devices, but also derived classification preference by analyzing eye tracking data of collected bio data and SNS data. In addition, this study intended to combine and analyze preference of the common classification of the two types of data, derive final preference by each smart device, and based on user life pattern extracted from final preference and collected bio data (amount of activity, sleep), draw the similarity between users using Pearson correlation coefficient. Through derivation of preference considering the attribute of smart devices, it could be found that users would be influenced by smart devices. With user modeling using user behavior pattern, eye tracking, and user preference, this study tried to contribute to the research on the recommendation system that should precisely reflect user tendency.

A Study on the User Satisfaction and Information Behavior of Information Commons in the National Digital Library of Korea (국립디지털도서관 정보광장 이용자의 만족도 및 이용행태에 관한 연구)

  • Chang, Yunkeum;Lee, Jisu;Lee, Hyeyoung
    • Journal of the Korean Society for Library and Information Science
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    • v.48 no.2
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    • pp.201-220
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    • 2014
  • This study examines user satisfaction and information behavior of information commons in the National Digital Library (NDL) of Korea through survey method. It analyzed service quality factors that affect the overall user satisfaction, and users' information behavior according to the physical spaces/facilities in the information commons. User satisfaction factors were developed to measure library satisfaction in all aspects of the eleven physical spaces/facilities of information commons service, and information behavior on eleven physical spaces/facilities in information commons were explored by users' character. According to survey findings, overall level of user satisfaction was maintained highly since the beginning of NDL. In particular, the facility of 'Productivity Computer Cluster' was ranked highest as 83.8 and the 'UCC Studio' was ranked lowest as 70.8 among the eleven facilities in information commons.

A Study on User Behavior of Input Method for Touch Screen Mobile Phone (터치스크린 휴대폰 입력 방식에 따른 사용자 행태에 관한 연구)

  • Jun, Hye-Sun;Choi, Woo-Sik;Pan, Young-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.173-178
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    • 2008
  • Due to a rapid increase in demand for bigger-screen-equipped mobile phones in recent years, many big-name-manufactures have been releasing touch-screen-enabled devices. In this paper, various touch-screen-input methods have been summarized into 6 different categories. How? By tracing each user's finger print path, user's input pattern and behavior have been carefully recorded and analyzed. Through this analysis, what to be considered before designing UI is presented in great details.

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Application of the Affordance as User Experience Behavior Setting for Architectural Design (건축공간의 경험구조로서 지원성 적용 연구)

  • Kim Soo-Jin
    • Korean Institute of Interior Design Journal
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    • v.13 no.6
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    • pp.48-56
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    • 2004
  • The Affordance, discussed in the theory of ecological perception of environmental psychology, is the concept of perception that deals with inter-relationship between environment and human. It is a theory seeking for gradual evolution, with the change of user experience behavior and the space, by getting feed-backs from the analysis of perception of characteristics of 3-dimensional space and the user as moving entity. Although there has been many attempts to define the Affordance and apply its concept to the architecture, now there's a need to identify the Affordance in the real architectural space, represent Affordance of space and the user inter-relationship in the architecture and apply its design specifically, Thus, the purpose of this study is to present the methodology of applying Affordance in architectural space design by identifying the Affordance of space concept of human experience behavior in the architectural space and analyze its recognition process.

A Study of User's Characteristics of Searching Behavior on the World-Wide Web (인터넷 이용자의 검색 행동 성향에 관한 연구)

  • Oh Kyung-Mook;Hwang Sang-Kyu;Rhi Yong-Hyun
    • Journal of the Korean Society for Library and Information Science
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    • v.33 no.3
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    • pp.87-108
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    • 1999
  • Information retrieval on World Wide Web is very different from the one in traditional environment. Since Internet user's searching behavior shows it's own special search characteristics, a study of user's specific characteristics is necessary to offer better services. Through analysis and examination of Internet user behaviors, we suggest guidelines of design for developing Internet -based information retrieval systems.

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