• Title/Summary/Keyword: User group

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Customized Evacuation Pathfinding through WSN-Based Monitoring in Fire Scenarios (WSN 기반 화재 상황 모니터링을 통한 대피 경로 도출 알고리즘)

  • Yoon, JinYi;Jin, YeonJin;Park, So-Yeon;Lee, HyungJune
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.11
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    • pp.1661-1670
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    • 2016
  • In this paper, we present a risk prediction system and customized evacuation pathfinding algorithm in fire scenarios. For the risk prediction, we apply a multi-level clustering mechanism using collected temperature at sensor nodes throughout the network in order to predict the temperature at the time that users actually evacuate. Based on the predicted temperature and its reliability, we suggest an evacuation pathfinding algorithm that finds a suitable evacuation path from a user's current location to the safest exit. Simulation results based on FDS(Fire Dynamics Simulator) of NIST for a wireless sensor network consisting of 47 stationary nodes for 1436.41 seconds show that our proposed prediction system achieves a higher accuracy by a factor of 1.48. Particularly for nodes in the most reliable group, it improves the accuracy by a factor of up to 4.21. Also, the customized evacuation pathfinding based on our prediction algorithm performs closely with that of the ground-truth temperature in terms of the ratio of safe nodes on the selected path, while outperforming the shortest-path evacuation with a factor of up to 12% in terms of a safety measure.

The Mobile Game Using a Jeju's Traditional Raft 'Tewoo': 'TewooGwang' (제주 전통 떼배인 '테우'를 이용한모바일 게임 : 테우광)

  • Oh, Jae-Hyuk;Lim, Ji-Hoon;Ko, Seok-Ha;Kim, Dong-Yun;Kim, Keun-Hyung;Kim, Seong-Baeg
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.176-179
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    • 2006
  • Tewoo refers to a traditional group of Jeju's rafts for fishing in the rough Jeju sea in the past. We propose a mobile game called 'TewooGwang' based on a fishing boat called 'Tewoo', which has a scenario of conquering the Jeju sea using unique characters symbolizing the Jeju's ocean culture. This game is a new game, which uses a character of the fishing boat 'Tewoo', the background based on only Jeju's features, the high portability of PDA, and multimedia technology. It is different from simple sports games and has various game scenarios according to interactions of Tewoo character. The structure of this game represents a storytelling, which integrates Jeju culture into cyberspace. There are stories in this game and users also can make their own stories. Thus, this game enables hi-directional communications. It presents an imaginative space, which can induce a conflictive structure made by each user, and spatial provability. Many young Jeju tourists will enjoy it because this game provides a dynamic story. Furthermore, we can contribute to serving the value-added Jeju culture of being upgraded one step through this Jeju culture based game.

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Analysis of mediating effects of presence, emotional attachment, and focus of attention for augmented reality immersion - In the case of augmented reality game Pokémon Go users (증강현실 몰입에 대한 현존감 및 정서적 애착과 주의집중의 매개효과 연구 - 증강현실 게임 포켓몬 고 이용자를 사례로)

  • Han, Yoon Jung
    • Journal of the HCI Society of Korea
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    • v.12 no.4
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    • pp.27-35
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    • 2017
  • This study aims to investigate the influence of engagement of augmented reality game on immersion. The relationship between engagement and flow was examined through the mediating effects of emotional attachment and focus of attention on presence and the mediating effects of presence on flow. In order to verify the research hypothesis, online questionnaire was conducted with the consent of $Pok\acute{e}mon$ Go game user group. The questionnaire items were translated from the Augmented Reality Immersion Questionnaire. A total of 200 questionnaires were collected and used for analysis. Using the SPSS 23.0 program and the Mplus 7.0 program, the reliability of the scale was confirmed through the Cronbach's coefficient and the causal relationship and the mediating effects were verified by path analysis. As a result, there was no direct causal relationship between engagement and flow. However, causal relationship was evident when emotional attachment and focus of attention were mediated in the process of engagement in augmented reality game. In conclusion, systematic explanations of participant's emotional attachment and attentional state as a main factor in the process of participating in the augmented reality game involvement, reveal the elements to be noticed by the augmented reality game.

A Study on the Distance University Library Service Quality Factors and User Perception (원격대학 도서관 서비스품질 요인 및 이용자 인식 연구)

  • Kwon, Se-Jun
    • Journal of the Korean Society for Library and Information Science
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    • v.46 no.2
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    • pp.29-54
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    • 2012
  • This study aims to grasp what factors affect users' recognition level and expectation level for library service, being offered at the library of Korea National Open University. Also, this study seeks to conduct a survey and analyze whether users' recognition level by library service dimensions has actually influenced the intention and the satisfaction with using the library. For this, it carried out the theoretical approach, which considers domestic and foreign documents on evaluation of quality of library service, and the empirical approach of questionnaire research and analysis. A research model was designed on the basis of LibQUAL+model to achieve the objective of this research. And the group-based difference was confirmed by carrying out verification on research hypothesis. As a result of analysis, the users' current recognition level by library service dimensions of Korea National Open University was indicated to have influence on the whole satisfaction with library and the continuous use intention. The whole satisfaction was indicated to have an effect on continuous use intention. Also, to enhance users' satisfaction level according to the behavioral characteristics of using library, the core elements for improving the library service of Korea National Open University were cited and these include improving the facility of library, implementing smart digital library system for offering remotely academic information, and securing diversity and currency of academic information sources such as printing materials and electronic materials.

A Design Methodology of the Welfare Building for Providing u-Healthcare Services: Focused on the Gayang 7th Apartment Complex (유헬스케어 서비스 제공을 위한 주거복지동 계획방법에 관한 연구: 가양 7단지 영구임대주택을 중심으로)

  • Lee, Ji-Eun;Yoon, Young-Ho;Yang, Dong-Suk
    • Land and Housing Review
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    • v.5 no.1
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    • pp.1-10
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    • 2014
  • Health care services in a residential area would accelerate the aging in place. In addition, these changes would play a key role in terms of reducing healthcare costs and leading a healthy lifestyle. The purpose of this study draws the design methodology of community facilities and each dwelling with healthcare services in apartment complex, which the elderly people will enjoy a better health status. This paper presents the result focused on the welfare building in Gayang 7th apartment complex. The intention to receive healthcare services was investigated by occupants. Moreover, design requirements were drawn through in-depth interviews and the state observation to use the service. In the complex, stronger intention to serve the u-Healthcare services was shown to the pre elderly group than the elderly. Both of them had a problem to use and keep the health equipment due to the fact there is not enough space in the unit. Reporting the observation results, the upright-posture furniture attaching the healthcare equipment and the equipment storage should be prepared in the unit. In the public space, the program for these healthcare services can be divided into three parts, i.e. the health status measurement, the healthcare, and the service connected to the surrounding facilities. The health status measurement can be the basic to the health services and its function should be gradually extended. In the complex, the hybrid type with various functions could be applied owing to a new building for welfare; moreover, semi-independent user should be able to receive the home healthcare service.

Tracking and Interpretation of Moving Object in MPEG-2 Compressed Domain (MPEG-2 압축 영역에서 움직이는 객체의 추적 및 해석)

  • Mun, Su-Jeong;Ryu, Woon-Young;Kim, Joon-Cheol;Lee, Joon-Hoan
    • The KIPS Transactions:PartB
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    • v.11B no.1
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    • pp.27-34
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    • 2004
  • This paper proposes a method to trace and interpret a moving object based on the information which can be directly obtained from MPEG-2 compressed video stream without decoding process. In the proposed method, the motion flow is constructed from the motion vectors included in compressed video. We calculate the amount of pan, tilt, and zoom associated with camera operations using generalized Hough transform. The local object motion can be extracted from the motion flow after the compensation with the parameters related to the global camera motion. Initially, a moving object to be traced is designated by user via bounding box. After then automatic tracking Is performed based on the accumulated motion flows according to the area contributions. Also, in order to reduce the cumulative tracking error, the object area is reshaped in the first I-frame of a GOP by matching the DCT coefficients. The proposed method can improve the computation speed because the information can be directly obtained from the MPEG-2 compressed video, but the object boundary is limited by macro-blocks rather than pixels. Also, the proposed method is proper for approximate object tracking rather than accurate tracing of an object because of limited information available in the compressed video data.

Service Quality Assessment of University Libraries in Korea using LibQUAL+ : A Case Study (LibQUAL+를 활용한 국내 대학도서관 서비스 품질 측정 사례 조사)

  • Shim, Wonsik;Lee, Eun-Chul
    • Journal of the Korean Society for information Management
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    • v.30 no.2
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    • pp.245-268
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    • 2013
  • The paper describes a case study in which Sungkyunkwan University Library participated in the official ARL(Assoication of Research Libraries) LibQUAL+ evaluation program. LibQUAL+ model is based on the SERVQUAL service quality evaluation model originally developed in the marketing area. It details a number of processes including translation of the LibQUAL+ survey instrument into Korean, selection of study sample and choice of survey versions. In addition, it offers a number of strategies that can be adopted in order to analyze the survey data for various comparisons among different user groups and institutions. LibQUAL+ is more that a survey instrument; it a holistic system for assessing library service quality. Despite criticisms on LibQUAL+, we expect that university libraries in Korean will benefit from participating in the program. It is preferable that a group of libraries form a consortium to participate in the LibQUAL+ program as opposed to individual participation. The consortium can function as a learning community through various workshops and sharing activities, thus elevate the overall evaluation efforts in Korean libraries to a higher level.

A Study on Space Design and Space Uses of Community Based Small Public Libraries - Focused on the Cases of Ann Arbor District Library in the United States - (소규모 지역 공공도서관의 공간 구성과 이용 특성 연구 - 미국 앤아버 공공도서관 브랜치의 사례조사를 중심으로 -)

  • Moon, Eun-Mi
    • Korean Institute of Interior Design Journal
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    • v.19 no.5
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    • pp.217-225
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    • 2010
  • Today's public libraries in communities are on the processes of changes to integrate information and communication technology into traditional library system in order to support current users' demands for the new digital era. The purpose of this study is to examine the changing characters on space design and space uses of community based public libraries by conducting case studies of three branch libraries which were built after 2004 in Ann Arbor, Michigan in the United States. As the conclusion of this research, the findings of the case studies are utilized as basic data for planning and design guidelines for public libraries as community resources. The study summarizes the characteristics of space design and space uses in public libraries as follow; first, the floor plans of small-scale public libraries are open visually as well as spatially. The space organization of the libraries is arranged by potential noise levels, as placing noisy spaces near the entrance halls and quiet spaces at the back. Main book shelves are located in the middle of the library buildings, while seats are arranged along the window sides. By placing various kinds of furniture in open reading areas, library users can select different types of seats and tables for their comforts. Second. the survey of observation also finds that a large number of users often use library computers and personal computers to connect the internet at the libraries. These personal computer users who are new user group in community based libraries preferred to sit in casual study areas and individual tables with one or two seats only. Third, the libraries, in addition, develop and provide various programs and events for people in communities. Especially, the programs for children, the elderly and new comers from the abroad are well prepared, thus provide opportunities for them to visit the libraries in regular bases. The survey finds that family entertainment and leisure activities are the important parts of the program as well as renting music CD and movie DVD are also important reasons for people to come. Thus, the libraries prepare high quality children's space and CD shelves near the entrance hall.

Analysis the Types of Consumer Damages Incurred by Using a Digital Contents (디지털콘텐츠 소비자 피해유형 분석)

  • Nam, Su-Jung;Lee, Eun-Hee;Park, Sang-Mi
    • Korean Journal of Human Ecology
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    • v.16 no.6
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    • pp.1197-1209
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    • 2007
  • The advance of digital contents industry shifts the focus of consumptions; from analogue to digital ones. It gives significant impact on individual life as well as overall society and culture, and it leads to the increased consumption of digital contents. Nevertheless, current digital contents industry fails to secure the sufficient consumer protection systems including relevant rules and laws which regulate the distribution, use, and other transaction activities of digital contents and the efforts, on the part of contents providers, to provide information to consumers and to protect them. Digital contents, by its nature, is different from the existing products so that its nature is likely to cause unique consumer problems totally different from the offline transactions and the electrical transactions of existing products. This study, therefore, aims to identify the possible problems which may be incurred by consumers in their use of digital contents, specify the types of consumer damages, and provide the underlying materials to improve the systems related to digital contents and take legally complementary measures for consumer protection. To identify the types of consumer damages, this study analyzed the results from consumer counselling cases, experts opinion survey, and FGI. For consumer damage cases, this study analyzed the consumer complaints received by open consumer counselling sites of the Korea Consumer Agency and Seoul Electronic Commerce Center. For experts opinion survey, it conducted questionnaire survey of the group of experts from digital contents manufacturers or providers, and those who treated consumer damages directly. For FGI analysis, it organized a panel of students and employees who had used digital contents to understand the types of consumer damages. The results of this study can be summed up as follows. Based on the results from consumer counselling cases, experts opinion survey, and FGI analysis, the consumer damages related to digital contents can be classified, in their nature, into economic or financial damages (25 cases), emotional or psychological ones (15 cases), time-related ones (7 cases), physical ones (4 cases), and privacy-related ones (i.e. leakage of personal data)(3 cases). More specifying the types of damages, damages can be subdivided into contract-, charge-, maintenance-, use-, individual-related ones and other ones. Among them, both contract- and charge-related damages appeared only in the economic or financial damages, whereas user-specific individual damages appeared only in physical and emotional or psychological ones. On the other hand, maintenance- and use-related damages and other ones were observed in both categories of economical or financial damages and time-related ones. Use- and privacy-related damages, in particular, caused emotional or psychological damages.

A Study on User's Acceptance of Blockchain-based Copyright Distribution Platforms and Its Usage (소비자의 블록체인 기반 저작권 유통 플랫폼 수용의도와 이용행위에 관한 연구)

  • Yoo, Young-Hwan;Park, Hyeon-Suk
    • The Journal of Industrial Distribution & Business
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    • v.10 no.3
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    • pp.59-72
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    • 2019
  • Purpose - Blockchain technology, which has the characteristics of credibility, security, integrity and decentralization, has brought innovation to internet platforms that mediate peer to peer transactions, as well as changes to the contents distribution services. Blockchain-based copyright distribution platforms can solve problems which have been articulated on prior internet social networks: increased market dominance of platform business because of centralization with no reward to creators who upload on platforms, and lack of fairness, such as unfair profit distribution between the copyright holder and businesses. With this background, the current research confirmed the factors that affect the intention of usage and behaviors, targeting potential users of blockchain-based copyright distribution platforms. Research design, data, and methodology - Centered around the UTAUT2 Model, the research model was designed with 'Perceived Security' added as Construct, and 'Age' and 'Knowledge Level' added as moderating variables. For data, 607 responses were collected by an online survey, and 601 responses were included in the final analysis. We analyzed the research model and sample by using SPSS 23.0 and AMOS 23.0 on the collected responses. Results - First, results of research on whether Constructs make positive effects on Intention of use is: social influence, facilitating conditions, habit, and perceived security had positive effects on intention of use, and performance expectancy, effort expectancy, hedonic motivation, and economic value did not. Second, results of the research on whether facilitating condition, habit, and intention of use made an impact on using behaviors, it was shown that only habit and intention of use made positive effects. Third, in two groups divided by age above or under 40, group effort expectancy, intention of use, habit, and intention of use had controlling effects, and facilitating condition, intention of use, perceived security, and intention of use had effects in both groups. Conclusions - The research shows that no matter how great a blockchain-based platform is, if advantages of blockchain are not proved in various industries and utilized in real life like the internet, blockchain-based distribution systems will develop slowly. Rather than a short-term inducement emphasizing technology, there is a need for a strategic approach that can foster the environment.