• Title/Summary/Keyword: User- Experience

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A Knowledge-based Model for Semantic Oriented Contextual Advertising

  • Maree, Mohammed;Hodrob, Rami;Belkhatir, Mohammed;Alhashmi, Saadat M.
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.5
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    • pp.2122-2140
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    • 2020
  • Proper and precise embedding of commercial ads within Webpages requires Ad-hoc analysis and understanding of their content. By the successful implementation of this step, both publishers and advertisers gain mutual benefits through increasing their revenues on the one hand, and improving user experience on the other. In this research work, we propose a novel multi-level context-based ads serving approach through which ads will be served at generic publisher websites based on their contextual relevance. In the proposed approach, knowledge encoded in domain-specific and generic semantic repositories is exploited in order to analyze and segment Webpages into sets of contextually-relevant segments. Semantically-enhanced indexes are also constructed to index ads based on their textual descriptions provided by advertisers. A modified cosine similarity matching algorithm is employed to embed each ad from the Ads repository into one or more contextually-relevant segments. In order to validate our proposal, we have implemented a prototype of an ad serving system with two datasets that consist of (11429 ads and 93 documents) and (11000 documents and 15 ads), respectively. To demonstrate the effectiveness of the proposed techniques, we experimentally tested the proposed method and compared the produced results against five baseline metrics that can be used in the context of ad serving systems. In addition, we compared the results produced by our system with other state-of-the-art models. Findings demonstrate that the accuracy of conventional ad matching techniques has improved by exploiting the proposed semantically-enhanced context-based ad serving model.

A Study on the Development of Digital Library Anxiety Scale (디지털도서관 불안척도 개발에 관한 연구)

  • Park, Joo-Bum;Jeong, Dong-Youl
    • Journal of the Korean Society for Library and Information Science
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    • v.44 no.4
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    • pp.353-371
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    • 2010
  • Library anxiety has been recognized as one of the representative fields that concerns user's affectivity in library and information study. Considerable library users have been discovered to experience library anxiety according to researches. Although digital libraries are becoming more popular changing drastically from traditional libraries, few studies have addressed the measurement of digital library anxiety(DLA). The purpose of this study is to develop and validate a multidimensional digital library anxiety scale(DLAS) based on previous research in library anxiety and digital libraries. It will become possible to define the construct of DLAS, provide its underlying dimensionalities, and find out how much they explain the construct. Through the exploratory factor analysis, DLAS has been developed with 39 items representing seven distinct factors which were interpreted as affect, resources, know-how, security, language, technology, and task explaining 51.165% of DLA. Also, DLAS' characteristics about demographic variables and use pattern were found through the T-test and ANOVA analysis for each factor.

Document Management for Jordan Research and Training Reactor Project by ANSIM (원자력 통합안전경영시스템을 이용한 요르단연구로사업의 문서관리)

  • Park, Kook-Nam;Choi, Min-Ho;Kwon, Yongse
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.39 no.2
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    • pp.113-118
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    • 2016
  • Project management is a tool for smooth operation during a full cycle from the design to normal operation including the schedule, document, and budget management, and document management is an important work for big projects such as the JRTR (Jordan Research and Training Reactor). To manage the various large documents for a research reactor, a project management system was resolved, a project procedure manual was prepared, and a document control system was established. The ANSIM (Advanced Nuclear Safety Information Management) system consists of a document management folder, document container folder, project management folder, organization management folder, and EPC (Engineering, Procurement and Construction) document folder. First, the system composition is a computerized version of the Inter-office Correspondence (IOC), the Document Distribution for Agreement (DDA), Design Documents, and Project Manager Memorandum (PM Memo) works prepared for the research reactor design. Second, it reviews, distributes, and approves design documents in the system and approves those documents to register and supply them to the research reactor user. Third, it integrates the information of the document system-using organization and its members, as well as users' rights regarding the ANSIM document system. Throughout these functions, the ANSIM system has been contributing to the vitalization of united research. Not only did the ANSIM system realize a design document input, data load, and search system and manage KAERI's long-period experience and knowledge information properties using a management strategy, but in doing so, it also contributed to research activation and will actively help in the construction of other nuclear facilities and exports abroad.

Aesthetic Characteristics and UX Evaluation of Mobile Platforms (모바일 플랫폼의 미학적 특징과 UX 평가)

  • Chung, Donghun
    • Science of Emotion and Sensibility
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    • v.18 no.3
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    • pp.71-80
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    • 2015
  • Minimalism means abstinence characterized by simplicity, clarity, repetition, and exclusion while skeuomorphism means visual metaphor design characterized by retro, function, and emotion. Mobile platform interface has been developed based on those two aesthetic characteristics and user experience is evaluated using apple iOS6 and iOS7 representing skeuomorphism and minimalism respectively in this paper. Those two aesthetic designs on typography, color, and icon were tested with a sample of 35 undergraduate participants in the repeated measures design and the results showed that participants distinguished two types of aesthetic designs, and evaluated that iOS7 is superior to iOS6 on typography and identity. Comparing the levels of the three variables, aesthetic of typography, and accuracy, aesthetic and consistency of icon design were significantly differentiated and this means that although accuracy of icon design of iOS6 is superior to iOS7, iOS7 is superior in the rest of it. Overall, the participants had a positive evaluation toward iOS7.

Design and Development of Interactive Therapy System for Children with Autism (발달장애아동을 위한 상호작용 치료시스템의 디자인 개발)

  • Choi, Min-Young;Lee, Hyun-Jhin;Lee, Jang-Han
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.777-788
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    • 2010
  • Early diagnosis of autism and intervention of medical treatment are very significant to develop specific social communication skill for children with autistic spectrum disorders (ASDs). But they have difficulties in medical treatment because of lack of a public welfare institution and special medical system. In particular, few children can access such treatment and the existing single-therapist clinics are inefficient with regard to cost and time. Therefore, new methods should be studied for developing various products, services, and systems for autistic children. This study discusses the potential use of an interactive design as assistive technology for such children. We utilize the experience gained in the collaborative design of the interactive therapy system (ITS). The key methods include a collaborative design with rapid interactive prototyping, heuristic evaluation, user-centered process, VR technology, tangible interface, and scenario-based contents. We applied these methods to the ITS and proved the efficiency of interactive design as an assistive technology through clinical experimentation.

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A Review of the Remodeling Project of Duksung Women's University Library (대학도서관 리모델링 프로젝트에 관한 소고 - 덕성여자대학도서관을 중심으로 -)

  • Yoo, Jae-Ok
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.23 no.4
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    • pp.415-436
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    • 2012
  • This article describes the whole process of Duksung Women's University Library's remodeling project. The library's remodeling project specified three concrete goals. Firstly, the remodeled library should be the center of the students' everyday life in campus. Secondly, the remodeled university library should be a place where students may experience culture. Thirdly, the remodeled university library should be a place where students enjoying spending as much time as they can. Eighty three percent of those using Duksung Women's University Library report satisfied with the newly remodeled library space and interior of the library building.

Development of Web3D-based Virtual Reality System for Hydrogen Station (웹 3D 기술을 사용한 수소충전소 가상체험교육시스템 제작)

  • Yoon, Jong-Chul;Kwon, Ji-Yong;Lee, In-Kwon
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.2
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    • pp.35-40
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    • 2009
  • In this paper, we present the web3D-based virtual reality(VR) system for the safety education of the hydrogen station. Currently, hydrogen is considered the next generation energy, and hydrogen station is a part of core infrastructure in hydrogen industry. However, the experience of safety equipment in the hydrogen station is limited to the non-experts, because it is a restricted area in general industry. Therefore, using the event driven method, we develop the VR system to transfer the information of hydrogen station to the non-experts. Using our system, user experiences the safety concerns in the hydrogen station, and also learn the informations of hydrogen energy.

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A Posture Based Control Interface for Quadrotor Aerial Video System Using Head-Mounted Display (HMD를 이용한 사용자 자세 기반 항공 촬영용 쿼드로터 시스템 제어 인터페이스 개발)

  • Kim, Jaeseung;Jeong, Jong Min;Kim, Han Sol;Hwang, Nam Eung;Choi, Yoon Ho;Park, Jin Bae
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.64 no.7
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    • pp.1056-1063
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    • 2015
  • In this paper, we develop an interface for aerial photograph platform which consists of a quadrotor and a gimbal using the human body and the head posture. As quadrotors have been widely adopted in many industries such as aerial photography, remote surveillance, and maintenance of infrastructures, the demand of aerial video and photograph has been increasing remarkably. Stick type remote controllers are widely used to control a quadrotor, but this method is not an intuitive way of controlling the aerial vehicle and the camera simultaneously. Therefore, a new interface which controls the serial photograph platform is presented. The presented interface uses the human head movement measured by head-mounted display as a reference for controlling the camera angle, and the human body posture measured from Kinect for controlling the attitude of the quadrotor. As the image captured by the camera is displayed on the head-mounted display simultaneously, the user can feel flying experience and intuitively control the quadrotor and the camera. Finally, the performance of the developed system shown to verify the effectiveness and superiority of the presented interface.

Knowledge Ecological Approach to Emergence of Korean Online-game Industry (한국 온라인게임 산업 부상의 지식생태계적 접근)

  • Chang, Yong-Ho;Joung, Won-Jo
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.79-91
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    • 2011
  • This study analyzes that Korea online-game emerges by naturally developed demanders, not by intentional suppliers(government/firms). Knowledge Ecological Approach is used to explain the emergence of Korea online-game industry. The research shows several knowledge factors that Korea online-game developed successfully. First, newly developed human resource(mainly lead users) play a strong positive feedback in the knowledge ecology system. The interactive system consists of social & environmental actors(local/global technological textbooks, universities, informal education institutes, companies etc.). Second, early developers start up venture firms through on/offline creative communities which give them project based job experience. Policy implication of the research is that the naturally emerged knowledge ecology, where various actors interact efficiently, determines the fountain new industry rather than discontinuous, intentional physical resources.

Type of attitude analysis of the Auto-play mobile games using user (모바일 게임 자동플레이 사용 유저의 유형별 태도분석)

  • Lee, Seung-Jae;Paik, Paul Chul-Ho
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.163-172
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    • 2016
  • This study analyzes the attitudes of users who use the automatic-play function of mobile-games. It also observes changes in different emotions to enjoyment. For the analysis, the Q methodology appropriate for the subjectivity study was used, and it classified two types of attitudes based on the analysis. After the classification, it defined the characteristic of each type based on Lazzaro's theory on classification of fun. Types with high rate of convenience feature dependency utilize automatic-play feature to play games for collecting and growth, and they prefer managing the game outdoors. Another type enjoyed the experience of problem solving through games. They want the process to be a good skill to possess in game-play. There was also a tendency to perceive oneself as the game's character. Both types were responded positively to using automatic-play to play mobile-games. This is expected to be used as important data for game production, leading to usability evaluation for analyzing the emotional sensitivity of mobile game users.