• Title/Summary/Keyword: User engagement

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A Study on the User Evaluation for Media Form of Virtual Environment (가상환경의 미디어 형식에 대한 사용자 평가 연구)

  • Park, Soo-Been;Yoon, So-Yeon
    • Korean Institute of Interior Design Journal
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    • v.17 no.5
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    • pp.166-174
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    • 2008
  • As the use of virtual environment for decision-making interior or architectural design has been increasingly broaden, the choice of media form-physical, objective properties of a display medium-became and important issue to take into consideration. This research deals with the effects and differences between two types of media for a virtual environment; wall projection screen(120") and PC monitor(17"). In addition, efficient adoption of the two media forms was also proposed in this research. A total of 90 subjects participated in pre-designed three experimental groups(A group: experiment with a wall projection screen, B group: experiment with PC monitor, C group: both) and answer the seating preferences, the presence inventory, and the decision confidence using a simulated virtual restaurant environment. The results are as follows: (1) seating preferences for the tables located in frequent traffic area and near other spaces such as restroom and th kitchen are significantly different by the media form. While there is no significant difference found in seating preferences for most tables except high traffic areas near entrances between the two media. This result demonstrates the effects of media type or screen size on user perception for the areas near structural or interior design elements. (2) The presence measure in this research consist of in this research consist of four factors: 'spatial presence,' 'object presence,' 'positive effects,' and 'the factor of negative effects. 'The mean values of the items involving engagement or interaction in the spatial presence factor and the object presence factor are significantly different by the media form. A higher sense of presence of presence was observed in the wall projection screen. (3) PC monitor condition was shown to provide a higher level of decision confidence. Based on the research finding, conclusions and implications are discussed.

The Effect of Alternative Material Satisfaction of the Visually Impaired on the Social Participation and Mediation Effect of Self-Efficacy (시각장애인의 대체자료 이용 만족도가 사회참여에 미치는 영향과 자기효능감의 매개효과)

  • Park, Yeon Ju;Ha, Kyung Hee
    • 재활복지
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    • v.18 no.4
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    • pp.75-93
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    • 2014
  • This study attempted to verify the impacts of the level of satisfaction in the user of alternative materials among people with visual impairment on their social participation, and the mediation effect of self-efficacy during such process. The subject of the study was the visually impaired who were live in Gyeonggi Province and were registered in the Korea Blind Union. The data of final 120 participants through a telephone survey were analyzed. The subject of the study used the recorded materials the most for the purpose of leisure and information research mainly at the braille library. The analysis of the mediation effect demonstrated that the level of satisfaction in the user of alternative materials among people with visual impairment had a statistically significant influence on social participation, and self-efficacy had a full mediation effect. These results imply the importance of alternative materials to assure the right to information access which can ultimately expand the social engagement of the visually impaired. Based on these study results, political suggestions are proposed to vitalize alternative materials in the future.

Improvement of Cognitive Rehabilitation Method using K-means Algorithm (K-MEANS 알고리즘을 이용한 인지 재활 훈련 방법의 개선)

  • Cho, Ha-Yeon;Lee, Hyeok-Min;Moon, Ho-Sang;Shin, Sung-Wook;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.6
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    • pp.259-268
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    • 2018
  • The purpose of this study is to propose a training method customized to the level of cognitive abilities to increase users' interest and engagement while using cognitive function training contents. The level of cognitive ability of the users was based on the clustering based on the users' information and Mini-Mental Statue Examination-Korea Child test score using the K-means algorithm applied collaborative filtering. The results were applied to the integrated cognitive function training system, and the contents order and difficulty level of the cognitive function training area were recommended to the user's cognitive ability level. Particularly, the contents difficulty control was designed to give a high immersion feeling by applying the 'flow theory' method that users can repeatedly feel tension and comfort. In conclusion, the user-customized cognitive function training method proposed in this paper can be expected to be more effective and rehabilitative results than existing therapists' subjective setting of contents order and difficulty level.

Design and Implementation of Traffic Information Service based on Crowd Sourcing (크라우드 소싱 기반의 교통 정보 서비스 설계 및 구현)

  • Kim, Garam;Park, Dohun;Yoo, Jaesoo;Bok, Kyoungsoo
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.1-9
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    • 2022
  • To provide real-time traffic conditions, crowd sourcing based traffic information services in which users directly report and share traffic conditions are being developed. However, the existing traffic information service provides limited traffic conditions because it only shares information reported by specific service participants. In this paper, we design and develop a crowd sourcing based traffic information service that provides real-time traffic conditions by collecting direct reports from users and public traffic conditions. The proposed service allows users to directly report traffic conditions by voice and text, and collects and integrates traffic conditions published by external organizations. The collected traffic conditions are provided in real time through a push service, and new traffic conditions are transmitted when the user's location changes. The proposed service can report traffic conditions and share real-time traffic conditions through an Android app.

Analysis of Instagram Use in Public Libraries and Policy Implications (공공도서관의 인스타그램 게시물 이용 분석과 정책적 시사점)

  • Dahyung Choi;Eungyung Park
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.35 no.2
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    • pp.65-84
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    • 2024
  • As the number of Instagram users continues to grow, an increasing number of public libraries are establishing and maintaining accounts on the Instagram platform. The objective of this study is to classify and analyze the content of Instagram posts from 14 public libraries that are actively engaged on the platform. A classification of post types, divided into seven large, 16 medium, and 76 small categories, was employed to analyze the content of posts on each library's Instagram account from the account's inception to the end of December 2023. The analysis revealed that library posts focused on a few items, including book recommendations, library introductions and news, and event announcements of literary and arts programs. Program event announcements and reviews, book recommendations and reading programs were found to be highly correlated with user engagement and teen reading programs. Based on these findings, it is recommended that future Instagram posts should be more user-centered and interactive, and that libraries should actively promote their events on Instagram and other social media platforms.

Identification with avatar and self-reference effects: Impact on perceived attributes and purchase intentions (아바타와의 동일시가 가상 패션 아이템 속성 지각 및 구매의도에 미치는 영향)

  • Woojin Choi;Yuri Lee
    • Journal of Fashion Business
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    • v.28 no.2
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    • pp.1-14
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    • 2024
  • Within the metaverse platform, users engage in communication with others through 'avatars' reflecting their own identities. Users experience various virtual fashion items through avatars, and the fashion industry anticipates avatars wearing virtual fashion items as an emerging business opportunity. Many fashion brands are currently releasing virtual fashion items specifically designed for avatars. In this study, we examined the impact of user identification with their avatar on their perception of the attributes of virtual fashion items (investment attractiveness, scarcity, playfulness, and aesthetics) and its influence on behavioral intentions. The research involved a survey of 250 females with prior knowledge of the metaverse. Structural equation modeling analysis was conducted to examine research hypotheses and validate the model. The results confirmed that as users within the metaverse perceive greater identification with their avatar, they also perceive the attributes of virtual fashion items more favorably. This finding affirms the self-reference effect, where users positively evaluate objects associated with themselves. Additionally, perceiving the attributes of virtual fashion items was found to be positively linked to purchase intentions for virtual products and actual interest in the brand. Lastly, a higher intention to purchase virtual fashion items was associated with forming a more favorable attitude toward the respective brand. Consequently, this study provides academic and practical implications for marketing strategies within the metaverse, emphasizing the active utilization of avatars and elements that facilitate user-avatar identification for effective engagement.

User Playlist-Based Music Recommendation Using Music Metadata Embedding (음원 메타데이터 임베딩을 활용한 사용자 플레이리스트 기반 음악 추천)

  • Kyoung Min Nam;Yu Rim Park;Ji Young Jung;Do Hyun Kim;Hyon Hee Kim
    • The Transactions of the Korea Information Processing Society
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    • v.13 no.8
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    • pp.367-373
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    • 2024
  • The growth of mobile devices and network infrastructure has brought significant changes to the music industry. Online streaming services has allowed music consumption without constraints of time and space, leading to increased consumer engagement in music creation and sharing activities, resulting in a vast accumulation of music data. In this study, we define metadata as "song sentences" by using a user's playlist. To calculate similarity, we embedded them into a high-dimensional vector space using skip-gram with negative sampling algorithm. Performance eva luation results indicated that the recommended music algorithm, utilizing singers, genres, composers, lyricists, arrangers, eras, seasons, emotions, and tag lists, exhibited the highest performance. Unlike conventional recommendation methods based on users' behavioral data, our approach relies on the inherent information of the tracks themselves, potentially addressing the cold start problem and minimizing filter bubble phenomena, thus providing a more convenient music listening experience.

iSafe Chatbot: Natural Language Processing and Large Language Model Driven Construction Safety Learning through OSHA Rules and Video Content Delivery

  • Syed Farhan Alam ZAIDI;Muhammad Sibtain ABBAS;Rahat HUSSAIN;Aqsa SABIR;Nasrullah KHAN;Jaehun YANG;Chansik PARK
    • International conference on construction engineering and project management
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    • 2024.07a
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    • pp.1238-1245
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    • 2024
  • The construction industry faces the challenge of providing effective, engaging, and rule-specific safety learning. Traditional methodologies exhibit limited adaptability to technological advancement and struggle to deliver optimal learning experiences. Recently, there has been widespread adoption of information retrieval and ontology-based chatbots, as well as content delivery methods, for safety learning and education. However, existing information and content retrieval methods often struggle with accessing and presenting relevant safety learning materials efficiently. Additionally, the rigid and complex structures of ontology-based approaches pose obstacles in accommodating dynamic content and scaling for large datasets. They require more computational resources for ontology management. To address these limitations, this paper introduces iSafe Chatbot, a novel framework for construction safety learning. Leveraging Natural Language Processing (NLP) and Large Language Model (LLM), iSafe Chatbot aids safety learning by dynamically retrieving and interpreting relevant Occupational Safety and Health Administration (OSHA) rules from the comprehensive safety regulation database. When a user submits a query, iSafe Chatbot identifies relevant regulations and employs LLM techniques to provide clear explanations with practical examples. Furthermore, based on the user's query and context, iSafe Chatbot recommends training video content from video database, enhancing comprehension and engagement. Through advanced NLP, LLM, and video content delivery, iSafe Chatbot promises to revolutionize safety learning in construction, providing an effective, engaging, and rule-specific experience. Preliminary tests have demonstrated the potential of the iSafe Chatbot. This framework addresses challenges in accessing safety materials and aims to enhance knowledge and adherence to safety protocols within the industry.

An Integrated Platform for Assessing the Efficacy of Immersive Virtual Reality Experiences through Biometric Response Analysis

  • Dajeong CHOI;Choongwan KOO
    • International conference on construction engineering and project management
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    • 2024.07a
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    • pp.1293-1293
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    • 2024
  • Virtual reality (VR) is increasingly utilized in the construction industry for diverse applications. Immersive virtual reality (IVR) offers practical experiences and educational opportunities for workers, enhancing productivity and safety. Efforts to optimize IVR involve analyzing biometric responses to monitor concentration, assess learning efficiency, and deliver personalized content. However, IVR faces challenges such as high production costs and prolonged production periods. Additionally, integrating biometric response recording into IVR experiences requires separate modules, further extending production timelines. To address these challenges, an integrated platform is necessary to streamline IVR production, user experience, and biometric response setup and recording. This study introduces such a platform designed to enhance the efficacy of IVR experiences through real-time biometric response analysis. The proposed platform comprises three main processes: (i) IVR content production using Unity; (ii) biometric response definition; and (iii) IVR content experience accompanied by generated logs for biometric responses. Firstly, IVR content production using Unity involves the development of IVR environments and scenarios. The platform incorporates diverse 3D models, including urban landscapes, building elements, and furniture, as the basis for IVR environments. Scenarios are constructed by integrating events into these environments, triggered by conditions such as reaching specific locations, the passage of time, or user interactions. Upon event activation, participants are presented with description UIs, quiz UIs, or route guidance, facilitating engagement and progression through interaction. Secondly, biometric responses encompass eye tracking and EEG. Eye tracking captures pupil diameter and fixation status on Areas of Interest (AOI), defined during IVR content production. EEG recording options include signals from each channel by default, as well as frequency-specific signals and EEG metrics such as attention, stress, fatigue, valence, and arousal. The platform supports the addition of new EEG metrics, enhancing customization and recording capabilities. Lastly, IVR content can be experienced alongside generated logs for biometric responses. The dataset enables monitoring and evaluation of participants' learning performance during IVR experiences, with the potential to enhance worker safety and productivity through immersive practical training and education.

An Explorative Study on the Social Metadata in Academic Libraries (소셜 메타데이터 활용에 관한 탐색적 연구 - 국내 대학도서관 웹 사이트 분석을 중심으로 -)

  • Park, Heejin
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.24 no.2
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    • pp.231-246
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    • 2013
  • This paper attempts to explore the use of social metadata in academic libraries. A total of 173 academic libraries were examined and analyzed. Various social metadata were reviewed, involved with users' participation and contribution. Error-reports, tagging, recommendations, ratings, reviews, comments, sharing, and community were identified that support selection, sharing and collaboration through social engagement. Suggestions drawn from the findings are offered to utilize social metadata in order to enhance users' contribution and interaction. It is hoped that this exploratory study will provide insight into the use of social metadata in academic libraries.