• Title/Summary/Keyword: User personality

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AR Tourism Recommendation System Based on Character-Based Tourism Preference Using Big Data

  • Kim, In-Seon;Jeong, Chi-Seo;Jung, Tae-Won;Kang, Jin-Kyu;Jung, Kye-Dong
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.1
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    • pp.61-68
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    • 2021
  • The development of the fourth industry has enabled users to quickly share a lot of data online. We can analyze big data on information about tourist attractions and users' experiences and opinions using artificial intelligence. It can also analyze the association between characteristics of users and types of tourism. This paper analyzes individual characteristics, recommends customized tourist sites and proposes a system to provide the sacred texts of recommended tourist sites as AR services. The system uses machine learning to analyze the relationship between personality type and tourism type preference. Based on this, it recommends tourist attractions according to the gender and personality types of users. When the user finishes selecting a tourist destination from the recommendation list, it visualizes the information of the selected tourist destination with AR.

A Study of Chatbot Personality based on the Purposes of Chatbot (사용목적에 따라 선호하는 챗봇의 성격에 관한 연구)

  • Kang, Minjeong
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.319-329
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    • 2018
  • With rapid development of technology for strong AI chatbot, the role of chatbot has been extended from conducting simple tasks to being a friend or counsellor. For this newly emerging purpose of chatbot, endowment of personality is important to make the chatbot regarded as a human being. Nevertheless I found that there are few guides about it. Thus, this study identifies the proper personality of chatbot depending on the purpose of services and user types. The purposes of chatbot services are divided into three types such as leisure-time, counselling, and task. The DISC theory is used for categorizing personality, which consists of 4 types such as dominance(D), inducement(I), submission(S), and compliance(C). An interview and survey were conducted to investigate the preferred personality of chatbot and contents for leisure-time. As results, people tend to prefer people-oriented types such as I, S for their leisure time, task-oriented types such as D,C for their task, and slow types such as C,S for counselling. Women prone to prefer neutral gender except for counselling and men tend to prefer female in all chatbot services. Preferred chatbot age is either same or younger age for leisure-time, same or older for counselling, and 30's for tasks. Preferred contents for leisure-time are mostly recent information but many 20's want fun contents and 50-70's want emphatic conversation. 30-50's want honorific but 20's and 60-70's don't care. The research results useful guide on proper personality of AI chatbot for each purpose of its service.

Effects of SNS user's Personality on Usage patterns and SNS commitment: A case study of Facebook (SNS 이용자의 성격이 SNS 이용유형과 SNS 몰입에 미치는 영향에 관한 연구: 페이스북을 중심으로)

  • Choi, Yena;Hwang, HaSung
    • Journal of Internet Computing and Services
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    • v.17 no.3
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    • pp.95-106
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    • 2016
  • The purpose of this study was to examine how college students use Facebook and the ways in which they feel of commitment while using Facebook. The Big Five Personality Model has been considerably used in the psychology fields, and the researchers have started to explore the role of characteristic factors in influencing an individual's use of social media, such as Facebook which has become one of the most popular social networking site in the world. Therefore, the current study aims to specify the links between The Big Five Personality Model and usage patterns as well as commitment of Facebook. Two hundreds thirty five college students participated in a survey and the results are as follows: First, participants who were high in extraversion and agreeableness were more likely to do information sharing activities such as sharing posts to their friends, writing comments on the other's posts. In addition, participants who were high in openness to experience, conscientiousness, and neuroticism were more likely to do information producing activities including offering events, group, or public pages to meet people both on and offline. Second, in terms of the relationship between personality traits and commitment to the Facebook, the study found that extraversion and neuroticism were related to users' commitment to Facebook. These findings are consistent with the existing literature regarding extraversion and neuroticism were representative personality factors when it comes to commitment of media. Specifically, the study found that those who were high in neuroticism were more likely to produce information such as posting photos repeatedly or tagging their friends on posts, and also more likely to feel commitment on Facebook. These findings confirm that personality is a highly relevant factor in determining individual's behavior and the degree of commitment on Facebook. Based on these findings implications and limitations of the study are discussed.

Effect of Big 5 Personality Trait on a Game Behavior of Game Users (Big 5 성격이 게임이용자의 게임행동에 미치는 영향)

  • Shim, Sun-Ae;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.317-332
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    • 2019
  • The purpose of this study is to analyze the personality trait of game users' game behavior and to investigate the differences according to demographic variables. For research, questionnaire survey was conducted for game users of 10~ 40's, and the collected data was analyzed and processed using the statistics package program SPSS 20.0. The results of the study showed that the Big 5 personality traits had a significant impact on game use, and in the case of Conscientiousness, most of them were positive for use of Adaptive games and most of them had negative effects on Maladaptive game use. Even in personal characteristics, a variable showing a significant influence on game use was found, which showed meaningful effects in game platform, game frequency, and occupation. In subsequent research, it is necessary to identify the variables such as types of games or platforms that can reflect characteristics of games, and to understand what kind of roles play in the relationship between game user characteristics and game use behavior.

Who Cares More about Security?: Effects of Personality Traits on PC Security Intention (누가 보안에 더 신경을 쓰는가?: 성격특성이 PC보안의도에 미치는 영향)

  • June-Young Kim;Tae-Sung Kim
    • Information Systems Review
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    • v.20 no.1
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    • pp.99-114
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    • 2018
  • Technical measures for computer security are essential, but they are not a sufficient condition for security. Therefore, a personal approach to user's security behavior should be developed. Personality, which is a human aspect, is a behavioral characteristic that characterizes each individual and facilitates prediction of how an individual will behave in certain situations. Protection motivation theory has been used extensively in the security research on human behavior. The present study discusses how protection motivation was formed from personality traits. Thus, organizations can refer the result of this study for their HRD and HRM concerns.

A Usability Assessment Metric for Ubiquitous Services: Quantification of the Interactivity Attribute in Inter-personal Services

  • Lee, Joo-Hwan;Song, Joo-Bong;Yun, Myung-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.63-76
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    • 2012
  • Objective: The main objective of this study is to propose a user-centered assessment metric for ubiquitous services. Background: As the ubiquitous era took off, the interactions between ubiquitous services and users have come to take an important position. It is essential to conceptualize a new assessment model that considers human-system interaction capability with a user-centered design perspective. Method: The evaluation model for the interactivity of ubiquitous service was approached from the concept of usability and inter-personality of services. As a validation study, suggested assessment metric was utilized to evaluate the u-Home service. Priority weighting of each assessment metric was derived using the quantification type-I analysis. Results: To evaluate interactivity, this study suggested a quantitative metric for user testing performed after classifying the interactivity characteristics to contextualization; ubiquity; user experience; and service capability. Conclusion: This study suggest the metric for the ubiquitous service that are experienced in real life, and introduced the concept of ubiquitous service interactivity. Application: The suggested evaluation metric can be used to evaluate interactivity level of ubiquitous service and identify the potential problem and usability requirements at the early stage of service development.

The design strategy of accounting information systems for the increase of personal office productivity (개인의 사무생산성 증대를 위한 회계정보시스템 설계방안)

  • 최종민
    • Korean Management Science Review
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    • v.14 no.2
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    • pp.199-223
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    • 1997
  • This paper represents an exploratory effort to test empirically the contingent relationships between the contextual variables, such as user task characteristics and personality, and the information characteristics of Accounting Information Systems (AIS), and to prove the effects of influence factors on the increase of personal office productivity. In this study, it was suggested that personal office productivity is influenced by the fit between the contextual variables and the information dimensions of ALS. It was also proved that influence factors have a positive effect on the increase of personal office productivity.

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제품디자인에 대한 사용자의 심리적 반응프로세스모델구축에 관한 연구

  • 이진렬
    • Archives of design research
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    • v.16 no.4
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    • pp.423-432
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    • 2003
  • The purpose of this study is to build user's psychological response process model on design evaluation. Users firstly evaluate design factors such as form, structure, texture and colors which are basic elements of product design. These factors, however are affected by product's situational factors, user's individual factors and environmental factors. That is, even same design can be evaluated differently by users according to product's situational factors such as price level, brand prestige level and marketing programs, and user's individual factors such as tastes, involvement level, personality, lifestyles and demographics, and environmental factors such as culture, sub-culture, social class, reference group and family and so on. Understanding how users evaluate product design is necessary to increase the possibility to create user-preferring design and also is the starting point of user-based design and design marketing. In the future researches, it is necessary to examine more factors which are not included in the study and to find out the relationship between factors affecting user's evaluation on design and user's psychological response.

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A Study on the Possibility of User Classification by Web-Using Types (웹 이용행태에 따른 사용자분류 가능성에 관한 연구)

  • Shin, Mok-Young;Kim, Byoung-Uk
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.317-328
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    • 2006
  • So far, the behaviors of Web users have been predicted or analyzed mostly by their demographic characteristics or by considering in which context they gain access to that. But now there is a question about whether those characteristics are the only factors to trigger their use of Web. If the answer is not affirmative, what types of additional factors could cause such an action and how they characterize it should be discussed. User profile information has been considered one of the crucial elements to define user characteristics in user-centered UI design sector, and in order to apply it to UI design, it's needed to meditate on the above-mentioned questions. In this study, it's first attempted to have a good understanding of the users of different media and to review existing user classification methods. Next, user classification variables and relevant scales were prepared to sort out users according to their type of using Web, and case study was conducted to identify the behavioral characteristics of users and classify them according to their behavioral features. Finally, the user profile features of individual user groups were figured out based on data that were gathered by making an experiment, and data mapping was fulfilled between the behavioral characteristics and user profile characteristics to find out what types of behaviors were caused by the characteristics of user profile. As a result, it's found that user characteristics could have an impact on not only their general information and relevant contexts but their attitude of using different media and personality type. There were some problems with the experimental design, but more accurate information on the relationship of user behaviors to user profile characteristics will be obtained if those problems are eliminated. As user behaviors could be predicted only by user profile characteristics, user classification is expected to make a contribution to enhancing the efficiency of UI design.

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An Interactive Approach based on Genetic Algorithm Using Hidden Population and Simplified Genotypes for Avatar Synthesis

  • Lee, Jayong;Lee, Janghee;Kang Hoon
    • 제어로봇시스템학회:학술대회논문집
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    • 2002.10a
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    • pp.120.1-120
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    • 2002
  • In this paper, we propose an interactive genetic algorithm (IGA) to implement an automated 2D avatar synthesis. The IGA technique is capable of expressing user's personality in the avatar synthesis by using the user's response as a candidate for the fitness value. Our suggested IGA method isapplied to creating avatars automatically. Unlike the previous works, we introduce the concepts of 'hidden population', as well as 'primitive avatar' and 'simplified genotype', which are used to overcome the shortcomings of IGA such as human fatigue or reliability, and reasonable rates of convergence with a less number of iterations. The procedure of designing avatar models consists of two steps. The firl...

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