• 제목/요약/키워드: User study

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메타버스 플랫폼을 활용한 전시 감상수업에서 초등 학습자의 상호작용성 향상을 위한 UX 분석: 제페토를 중심으로 (Analysis of User Experiences to Improve Elementary Learner's Interactivity in the Exhibition Appreciation Class through Metaverse platform : Focusing on Zepeto)

  • 김유빈;남양희
    • 한국멀티미디어학회논문지
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    • 제25권3호
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    • pp.476-492
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    • 2022
  • This study explored at the potentials of exhibition appreciation classes using the metaverse platform, and identified what types of interactions could occur when elementary students participate in the exhibition appreciation education using metaverse platform. We had a user observation research and FGI through implementation of actual elementary class and we analyzed problematic experiences from the viewpoint of user to content and user to user interaction. As a result, fifteen UX improvements were derived by Delphi technique for solving the problematic experiences and improving learner's interactivity.

The Analysis of User Cost according to Timing of National Highway Pavement Maintenance-Focusing on the Maesang Bidge Section in Korea

  • Kim, Yunsik;Lee, Minjae
    • 국제학술발표논문집
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    • The 6th International Conference on Construction Engineering and Project Management
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    • pp.606-607
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    • 2015
  • The traffic volume on the road shows various trends reflecting regional characteristics for monthly and hourly, and economic loss affecting users varies according to the selected period for the maintenance of road pavements. Therefore, in this study, the user cost (or delay cost) for monthly and hourly on the work zone near the Maesang Bridge Section on Poseung-Gu, Pyeongtaek-si, Gyeonggi-do was calculated using the time series models and VISSIM, and based on the result, the effect of user cost reduction according to the selection of best maintenance period was examined. The analysis result showed that the month of the lowest user cost occurred due to the maintenance of target section was January (10,293,258 KRW/Day×1km) and the month of the greatest user cost occurred was November (13,337,495 KRW/Day×1km).

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Fast Estimation of Three-dimensional Spatial Light Intensity Distribution at the User Position of an Autostereoscopic 3D Display by Combining the Data of Two-dimensional Spatial Light Intensity Distributions

  • Hyungki Hong
    • Current Optics and Photonics
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    • 제8권3호
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    • pp.307-312
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    • 2024
  • Measuring the three-dimensional (3D) spatial light intensity distribution of an autostereoscopic multiview 3D display at the user position is time-consuming, as luminance has to be measured at different positions around the user position. This study investigates a method to quickly estimate the 3D distribution at the user position. For this purpose, a measurement setup using a white semitransparent diffusing screen or a two-dimensional (2D) spatial sensor was devised to measure the 2D light intensity distribution at the user position. Furthermore, the 3D spatial light intensity distribution at the user position was estimated from these 2D distributions at different viewing distances. From the estimated 3D distribution, the characteristics of autostereoscopic 3D display performance can be derived and the candidate positions for further accurate measurement can be quickly determined.

사용자 상황을 이용한 추천 서비스 시스템의 필터링 기법에 관한 연구 (A Study on a Filtering Method of Recommendation Service System Using User's Context)

  • 한동조;박대영;최기호
    • 한국ITS학회 논문지
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    • 제8권1호
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    • pp.119-126
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    • 2009
  • 최근 개개인의 취향이나 특성을 고려하여 자동으로 사용자에게 정보를 찾아주거나 추천해주는 추천 서비스 시스템이 많이 개발되고 있다. 하지만 사용자의 상황에 따른 선호도를 고려하지 않을 경우 정확한 추천이 힘든 단점이 있다. 따라서 본 논문에서는 사용자의 상황에 따른 선호도를 고려하여 정확한 추천을 할 수 있는 필터링 방법을 제안하였다. 이를 위해 상황에 따른 사용자 선호도를 구하고 피어슨 상관계수를 이용하여 사용자의 상황별 오브젝트 선호도를 구하였다. 실험 결과, 기존의 서비스 시스템들과 비교하여 precision은 11%, 2%, recall은 8%, 4% 향상되었으며, 전체적으로 precision은 77%, recall은 53%로 나타났다.

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Impact of User Convenience on Appliance Scheduling of a Home Energy Management System

  • Shin, Je-Seok;Bae, In-Su;Kim, Jin-O
    • Journal of Electrical Engineering and Technology
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    • 제13권1호
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    • pp.68-77
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    • 2018
  • Regarding demand response (DR) by residential users (R-users), the users try to reduce electricity costs by adjusting their power consumption in response to the time-varying price. However, their power consumption may be affected not only by the price, but also by user convenience for using appliances. This paper proposes a methodology for appliance scheduling (AS) that considers the user convenience based on historical data. The usage pattern for appliances is first modeled applying the copula function or clustering method to evaluate user convenience. As the modeling results, the comfort distribution or representative scenarios are obtained, and then used to formulate a discomfort index (DI) to assess the degree of the user convenience. An AS optimization problem is formulated in terms of cost and DI. In the case study, various AS tasks are performed depending on the weights for cost and DI. The results show that user convenience has significant impacts on AS. The proposed methodology can contribute to induce more DR participation from R-users by reflecting properly user convenience to AS problem.

인터넷 환경에서의 사용자 중심 ID정보 관리 모델에 관한 연구 (A Study On User-centric Identity Information Management Model In Internet Environment)

  • 이해규;신현식
    • 정보보호학회논문지
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    • 제19권3호
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    • pp.37-50
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    • 2009
  • 인터넷의 발전으로 사용자들이 이용하는 인터넷 서비스들의 수가 많아지면서 서비스 제공자들이 수집하는 사용자의 실체(Identity)에 관한 개인정보, 즉 ID정보의 적절한 관리는 사용자의 편리성 증대와 프라이버시 보호 측면에서 매우 중요하게 되었다. 그러나 기존의 ID정보 관리 모델들은 서비스 제공자 중심의 관리이거나 제공하는 ID정보 관리 기능이 부족하여 사용자의 기대를 만족시키지 못했다. 본 논문에서는 ID정보 관리에서의 사용자 중심 개념을 정립하여, 사용자들의 인터넷 서비스 이용이 더욱 편리해지고, 궁극적으로 프라이버시가 강화될 수 있는 새로운 사용자 중심 ID정보 관리 모델을 제안한다.

서비스 디자인을 위한 사용자 조사 도구의 디지털화에 대한 연구 (A Study on the Digitalization of User Research Tool for Service Design)

  • 구도희;전우정
    • 한국멀티미디어학회논문지
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    • 제24권3호
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    • pp.494-507
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    • 2021
  • As service design becomes more common, various user research methods and tools such as cultural probes and contextual inquiry are being used to grasp the user's experience and needs. These methodologies have the advantage of being able to derive various insights through direct observation and investigation, but have disadvantages in that problems such as time and space constraints, cost occurrence, and delay in the service development process may occur. In addition, it is difficult to conduct actual observations, face-to-face investigations, and interviews due to COVID-19, which has recently spread rapidly around the world. Accordingly, prior to the digitization of cultural probes, I would like to suggest the direction of digital tools. First, after grasping the concept of service design and user research through literature research, the necessity of user research in service design was confirmed. After that, the necessity of digitalizing user research was confirmed by extracting functional elements that could be understood and digitalized about the cultural probes methodology, and analyzing previous studies using existing mobile-based survey techniques. Finally, we confirmed the direction of digital tools through user interviews through cultural probes.

A Deep Learning Approach for Identifying User Interest from Targeted Advertising

  • Kim, Wonkyung;Lee, Kukheon;Lee, Sangjin;Jeong, Doowon
    • Journal of Information Processing Systems
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    • 제18권2호
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    • pp.245-257
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    • 2022
  • In the Internet of Things (IoT) era, the types of devices used by one user are becoming more diverse and the number of devices is also increasing. However, a forensic investigator is restricted to exploit or collect all the user's devices; there are legal issues (e.g., privacy, jurisdiction) and technical issues (e.g., computing resources, the increase in storage capacity). Therefore, in the digital forensics field, it has been a challenge to acquire information that remains on the devices that could not be collected, by analyzing the seized devices. In this study, we focus on the fact that multiple devices share data through account synchronization of the online platform. We propose a novel way of identifying the user's interest through analyzing the remnants of targeted advertising which is provided based on the visited websites or search terms of logged-in users. We introduce a detailed methodology to pick out the targeted advertising from cache data and infer the user's interest using deep learning. In this process, an improved learning model considering the unique characteristics of advertisement is implemented. The experimental result demonstrates that the proposed method can effectively identify the user interest even though only one device is examined.

무손실 Non-SIC 비직교 다중 접속 구현 (II 편): 삼중 사용자 기법 연구 (Lossless Non-SIC NOMA Implementation (Part II): 3-user Scheme Study)

  • 정규혁
    • 한국전자통신학회논문지
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    • 제16권6호
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    • pp.1029-1036
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    • 2021
  • 최근 상관 중첩 코딩으로 SIC를 사용하지 않고 무손실 이중 사용자 비직교 다중 접속이 구현될 수 있다고 보고된 바 있다. 그러나 단지 이중 사용자 사례만 고려되었다. 따라서 본 논문은 삼중 사용자 무손실 non-SIC 비직교 다중 접속 기법을 제안한다. 이러한 제안은 삼중 사용자 상관 중첩 코딩을 통하여 달성된다. 모의실험을 통해 삼중 사용자 무손실 non-SIC 비직교 다중 접속 기법이 사용자-공평성에 해당하는 전력 할당 영역에서 구현될 수 있음을 입증한다.

Analysis of Reviews from Metaverse Platform Users Based on Topic Modeling

  • Jung Seung Lee
    • Journal of Information Technology Applications and Management
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    • 제31권3호
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    • pp.93-104
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    • 2024
  • This study conducts an in-depth analysis of user reviews from three leading metaverse platforms - Minecraft, Roblox, and Zepeto - using advanced topic modeling techniques to uncover key factors for business success. By examining a substantial dataset of user feedback, we identified and categorized the main themes and concerns expressed by users. Our analysis revealed that common issues across all platforms include technical functionality problems, user engagement and interest, payment concerns, and connection difficulties. Specifically, Minecraft users highlighted the importance of adventure and creativity, Roblox users expressed significant concerns about security and fraud, and Zepeto users focused heavily on the fairness of the in-game economy. The findings suggest that for metaverse platforms to achieve sustained success, they must prioritize the resolution of technical issues, enhance features that foster user engagement, ensure reliable connectivity, and address platform-specific concerns such as security for Roblox and payment fairness for Zepeto. These insights provide valuable guidance for developers and business strategists, emphasizing the need for robust technical infrastructure, engaging and diverse content, seamless user access, and transparent and fair economic systems. By addressing these key areas, metaverse platforms can improve user satisfaction, build a loyal user base, and secure long-term success in an increasingly competitive market.