• Title/Summary/Keyword: User-Initiated Type

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The Effect of Community Type and Service Quality on User Satisfaction of Brand Community (브랜드 커뮤니티 개설유형 및 서비스 품질 특성이 사용자 만족에 미치는 영향)

  • Yun, Hae-Jung;Lee, Ji-Yeon;Lee, Choong-C.
    • Journal of Information Technology Applications and Management
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    • v.16 no.4
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    • pp.167-184
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    • 2009
  • New internet trend, such as Web 2.0, has brought about new roles of users and changes in the web ecosystem. In the age of information overload like nowadays, activities in the brand community sites help to make more reasonable decisions in choosing certain brands and products. In order to examine organizational strategic aspects of brand community, this study examine (1) what difference exists in user satisfaction according to the brand community types (the user-initiated type and the corporate-established type), and (2) which dimensions of service quality affect brand community users' satisfaction. Research findings show that types of brand community influence perceived user satisfaction, and tangibility, reliability, interactivity, and stability dimensions of service quality make a positive influence on user satisfaction as well. Practical implications for managing brand community sites in marketing perspectives are further discussed.

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Procedural Behavior Model using Behavior Tree in Virtual Reality Applications

  • Seo, Jinseok;Yang, Ungyeon
    • Journal of Multimedia Information System
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    • v.6 no.4
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    • pp.179-184
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    • 2019
  • This paper introduces a study for procedurally generating the behavior of objects in a virtual environment at runtime. This study was initiated to enable the behavioral model of objects in virtual reality applications to evolve in response to user behavior at runtime. Our approach is to describe the behavior of an object as a behavior tree, and to make a node of the behavior tree change to another type if a certain condition is satisfied. We defined four types of node changes: "parameterized", "probabilistic", "alternate", and "variant". We experimented with a virtual environment that includes a variety of simple procedural elements to explore the possibilities of our approach. As a result of the implementation, if an optimization algorithm that can select and apply the optimized procedural elements in response to the user's behavior is complemented, it is confirmed that more intelligent objects and agents can be implemented in virtual reality applications.

Design of the emotion expression in multimodal conversation interaction of companion robot (컴패니언 로봇의 멀티 모달 대화 인터랙션에서의 감정 표현 디자인 연구)

  • Lee, Seul Bi;Yoo, Seung Hun
    • Design Convergence Study
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    • v.16 no.6
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    • pp.137-152
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    • 2017
  • This research aims to develop the companion robot experience design for elderly in korea based on needs-function deploy matrix of robot and emotion expression research of robot in multimodal interaction. First, Elder users' main needs were categorized into 4 groups based on ethnographic research. Second, the functional elements and physical actuators of robot were mapped to user needs in function- needs deploy matrix. The final UX design prototype was implemented with a robot type that has a verbal non-touch multi modal interface with emotional facial expression based on Ekman's Facial Action Coding System (FACS). The proposed robot prototype was validated through a user test session to analyze the influence of the robot interaction on the cognition and emotion of users by Story Recall Test and face emotion analysis software; Emotion API when the robot changes facial expression corresponds to the emotion of the delivered information by the robot and when the robot initiated interaction cycle voluntarily. The group with emotional robot showed a relatively high recall rate in the delayed recall test and In the facial expression analysis, the facial expression and the interaction initiation of the robot affected on emotion and preference of the elderly participants.

Study on Design Education Plan Using Microcontroller Board Prototyping Tool

  • Nam, Wonsuk
    • International Journal of Contents
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    • v.14 no.3
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    • pp.61-68
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    • 2018
  • Unlike in the past, where the expression of the form was given a priority, with the widening of the scopes of the designs, the proportion of design education institution curricula targeting user experience and the application of technology is continually and gradually increasing. Open source microcontroller boards such as Arduino have initiated attracting attention as a countermeasure against these changes. These prototyping tools have many advantages for the diversification of expression and design verification in the design field and therefore have a high likelihood of being introduced into many design education institutes; however, the tools act as high entry barriers for design students who lack engineering knowledge. Although various educational content and tools have been developed to address the issue of barrier, existing solutions remain insufficient as alternatives for the purpose of activation. In this study, we investigated the present state of related education content and conducted a pilot workshop using a prototype microcontroller board with simplified coding. We intend to use the results of this investigation to develop study material for design education. We started by conducting a survey regarding the pre-university education situation. It was observed that engineering education opportunities are insufficient and the problem of mutual application between educations due to course-based education was not realized. We also analyzed the characteristics of simplified training tools using the microcontroller to establish a direction for educational design and conducted a pilot workshop using the microcontroller toolkit with a simplified coding process based on this content. Students who lack a basic knowledge of engineering technology received instruction, and after completing minimum preliminary training, they proceeded to practical exercises that involved utilizing the toolkit. Through this process, we identified the need for a simple-type microcontroller board with low-complexity for use in educating students majoring in design. We also identified some obstacles that serve as barriers to entry of utilizing microcontroller board. Based on these results, we propose several functional requirements and teaching guidelines for prototyping toolkits for design education.

A Study on User Needs for Public Access to the Supreme Court Library of Korea (법원도서관의 대국민서비스 개방에 따른 이용자요구 분석연구)

  • Kwak, Seung-Jin;Noh, Younghee
    • Journal of the Korean Society for Library and Information Science
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    • v.52 no.3
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    • pp.215-246
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    • 2018
  • As a law library representing the Department of Justice, the Supreme Court Library of Korea collects various domestic and foreign legal information and aims to become more publicly accessible. In 2018, after its relocation to Goyang, Korea, the library has initiated check-out services to citizens and is currently developing a plan to provide services in the legal field. In this study, we have assessed the current situation at the Supreme Court Library as well as public libraries in Goyang. Furthermore, we have surveyed future users and legal experts to formulate a proposal for optimal literary composition and spatial composition, as well as library arrangement. Survey participants expected extensive provision of legal information regarding legal professions and the general public. There was a significant difference in opinion between legal experts and users with respect to resources for the public; general citizens desire more materials related to general topics whereas legal experts expect more law-specific resources such as information regarding judicial precedents and court decisions, research articles. Furthermore, 80% of users expressed interest in utilizing the library; therefore, active efforts to improve its facilities will lead to successful operations of the library.