• Title/Summary/Keyword: User-oriented Study

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A Study on the Explanation Scheme using Problem Solving Primitives

  • Lee, Gye Sung
    • International Journal of Advanced Culture Technology
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    • v.7 no.3
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    • pp.158-165
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    • 2019
  • Knowledge based system includes tools for constructing, testing, validating and refining the system along with user interfaces. An important issue in the design of a complete knowledge based system is the ability to produce explanations. Explanations are not just a series of rules involved in reasoning track. More detailed and explicit form of explanations is required not only for reliable reasoning but also for maintainability of the knowledge based system. This requires the explanation mechanisms to extend from knowledge oriented analysis to task oriented explanations. The explicit modeling of problem solving structures is suggested for explanation generation as well as for efficient and effective reasoning. Unlike other explanation scheme such as feedback explanation, the detailed, smaller and explicit representation of problem solving constructs can provide the system with capability of quality explanation. As a key step to development for explanation scheme, the problem solving methods are broken down into a finer grained problem solving primitives. The system records all the steps with problem solving primitives and knowledge involved in the reasoning. These are used to validate the conclusion of the consultation through explanations. The system provides user interfaces and uses specific templates for generating explanation text.

Simulation System for Port Container Terminal Using An Object-Oriented Approach

  • Choi Yong-Seok;Ha Tae-Young
    • Journal of Navigation and Port Research
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    • v.28 no.9
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    • pp.791-798
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    • 2004
  • Since world container throughput continues to grow, the main issues facing decision-makers at port container terminals are how to expand the existing container terminals and construct new container terminals. Simulations can be used in the decision making process tools due to its ease and ability to reflect the real world system. The object-oriented approach provides for both reusability and modularity that best fits these requirements. In this paper, the object-oriented approach to modeling and simulating general container terminals is presented. Simulation tools based on Visual C++ provide a user-friendly input and output environment through the use of an object class-library. This paper also presents the case study of a simulation of a real container terminal i. Pusan, Korea

Simulator for Port Container Terminal Using An Object-Oriented Approach

  • Choi, Yong-Seok;Ha, Tae-Young
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2004.08a
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    • pp.77-86
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    • 2004
  • Since world container throughput continues to grow, the main issues facing decision-makers at port container terminals are how to expand the existing container terminals and construct new container terminals. Simulations can be used in the decision making process tools due to its ease and ability to reflect the real world system. The object-oriented approach provides for both reusability and modularity that best fits these requirements. In this paper, the object-oriented approach to modeling and simulating general container terminals is presented. Simulation tools based on Visual C++ provide a user-friendly input and output environment through the use of an object class-library. This paper also presents the case study of a simulation of a real container terminal in Pusan, Korea.

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To Use Facebook for Good: Usage, Cyberbullying Involvement, and Perceived Social Support

  • Wong, Natalie;McBride, Catherine
    • Child Studies in Asia-Pacific Contexts
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    • v.6 no.2
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    • pp.59-72
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    • 2016
  • We examined the relationship between the extent of Facebook usage and social well-being with consideration of cyberbullying involvement using a person-oriented approach. Survey data were collected from a sample of 312 secondary students from Grades 7 and 8 in Hong Kong. Levels of cyberbullying involvement, Facebook usage and perceived social support were investigated. Participants were classified into three clusters based on the different levels of Facebook usage and cyberbullying victimization through cluster analyses (i.e., frequent Facebook user/noncyberbullied victim, frequent Facebook user/cyberbullied victim, and uninvolved). Our results showed that frequent Facebook users who are cyberbullied tend to engage in cyberbullying perpetration significantly more than the frequent Facebook users who are not cyberbullied, even when the latter reported higher Facebook usage. This result provides some support for the idea that cyberbullying victimization has additional value on top of the level of usage in explaining one's participation in cyberbullying perpetration. As expected, frequent Facebook users who were not cyberbullied reported the highest perceived social support among the three groups. What is even more interesting is the equal level of perceived social support found between the cyberbullied victims and the uninvolved. Our results suggest that, although limiting adolescents' Internet use might reduce their risks of being involved in cyberbullying, it might also take away the potential benefits they could get from interacting with the online community. Benefits of using the person-oriented approach in the study of cyberbullying are discussed.

A Study on How to Build a User-centered·Field-oriented Ship-communication Test Environment(Living Lab) (사용자 중심의 선박통신 현장 시험 환경(Living Lab) 구축 방안 연구)

  • Sangjin JANG;Bu-Young KIM;Hyo-Jeong KIM;Si-Hwan LEE;Taehan SONG;Woo-Seong Shim
    • Journal of Navigation and Port Research
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    • v.47 no.6
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    • pp.394-400
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    • 2023
  • Unlike advancements on land, the maritime industry has been slow to embrace new technologies, primarily due to user apprehension toward unproven innovations in the development process. The existing paradigm of technology development, marked by expert-oriented and laboratory-centric test environments, often leads to a stagnation of progress at the research stage, as the applicability of the technology remains uncertain. This study departed from the conventional research system and introduced a novel methodology known as a "living lab." This approach aimed to ensure applicability by actively involving field-oriented users throughout the entire lifecycle of technology development, encompassing planning, development, verification, and evaluation. The presentation of a plan for the construction and operation of such a living lab in this study is expected to contribute to establishing an efficient experimentation system for ships that can reflect user opinions in the future and to secure technology applicability in the maritime field.

Development and User Satisfaction of a Mobile Phone Application for Image-based Dietary Assessment (카메라가 장착된 모바일 폰을 이용한 24시간 식사 회상 앱 개발 및 만족도 연구)

  • Kim, Seo-Yoon;Chung, Sang-Jin
    • Korean Journal of Community Nutrition
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    • v.22 no.6
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    • pp.485-494
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    • 2017
  • Objectives: The objective of this study was to develop mobile phone application for image-based dietary assessment and evaluate satisfaction regarding respondent's use of the mobile phone application. Methods: We developed a mobile phone application to assess dietary intakes using 24 hour dietary recall. After initial development, application was reviewed by ten adults and revised based on their comments. We recruited 192 volunteers (92 males, 100 females) to use the mobile phone application and to respond to a satisfaction survey. Participants were instructed to use the mobile phone application with fiducial marker five centimeter in width, length and two centimeter height at each eating occasion during designated 4 days, capturing $45^{\circ}$ angle and $90^{\circ}$ angle images of all food and beverage items before and after consumption. After using the mobile phone application for 4 days, participants were asked to complete an online questionnaire on the satisfaction of the mobile phone app. User satisfaction items composed of 12 questions of application user interface, 8 questions of emotional response, 9 questions of eating behavior in 5 likert scale. Participants were also asked to provide additional open-ended comments on the use of mobile phone application. Statistical analysis was performed by using the SPSS 23.0 (Statistical Package for the Social Science). Results: The average user interface score was $2.82{\pm}1.08$, which was close to the 'normal' response. Responses for emotion and eating behavior also were borderline to the 'normal'. Conclusions: This study found that the mobile phone application using 24-hour recall was acceptable to be used to assess dietary intakes for several days. However, there should be a need for such technology to be user-oriented instead of researcher-oriented. Easy and cost-effective new technology is needed for estimating the amounts of food eaten automatically when the photos are taken.

A Study on Characteristics of the Behavior Setting and the Special Needs In Common Space of Nursing Home in Japan (일본 노인전문요양시설 공용공간의 행동장면특성과 공간적요구에 관한 연구)

  • 윤영선
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2003.05a
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    • pp.54-58
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    • 2003
  • The purpose of this study is to clarify the daily living activities of the elderly with dementia and user oriented spatial needs of the staff in the common space of nursing home in Japan. Data was taken from six units of the 2 skilled facilities. The results revealed as follows; 4 types of elderly activities were founded, and physical environmental characteristics affected residents' space usage. And it was perceived like as living oriented space, social interaction space, facility space, staff oriented space. Conclusively it was suggested to plan dining space as semi-private space, day corner as semi-public space.

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An Analysis of Consumer Instantly Impulse Purchasing Propensity in Cyber Market (사이버 마아켓에서의 소비자 충동구매성향 분석)

  • 김영숙
    • Journal of the Korean Home Economics Association
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    • v.38 no.12
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    • pp.111-129
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    • 2000
  • The purpose of this study is to investigate the level of consumer instantly impulse buying in cuber market user. Also this study analyzes causal effect on consumer instantly impulse purchasing by demographic and social, place and promotion, consumer emotion state, and consumer internal and psychological variables. The data had been collected from on-line research method with 1,034, as using cuber market. The major statistical methods used for data analysis are frequency, percentile, mean, factor analysis, multiple regression analysis, Pearson's correlation analysis, and path analysis. The result of causal effect analysis were as follows; First, the variables affecting possession oriented materialism were sex and age. Second, the variables affecting self-control were sex, income, account of credit card, and instantly state of mind. Third, variables directly affecting instantly impulse purchasing were serif employed, banner advertisement, experience of cuber shopping, shopping mall pattern, instantly state of mind, purpose of shopping, happiness and success oriented materialism, and self-control. Also sex, income account of credit card, and instantly state of mind emerge to indirectly effect via self-control. Especially, the variables of success oriented materialism and instantly state of mind influenced on the highest of relative variables in consumer instantly impulse purchasing.

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Credibility Assessment of Online Information in Context

  • Rieh, Soo Young
    • Journal of Information Science Theory and Practice
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    • v.2 no.3
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    • pp.6-17
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    • 2014
  • The purpose of this study is to examine to what extent the context in which people interact with online information affects people's credibility perceptions. In this study, credibility assessment is defined as perceptions of credibility relying on individuals' expertise and knowledge. Context has been characterized with respect to three aspects: Context as user goals and intentions, context as topicality of information, and context as information activities. The data were collected from two empirical studies. Study 1 was a diary study in which 333 residents in Michigan, U.S.A. submitted 2,471 diary entries to report their trust perceptions associated with ten different user goals and nine different intentions. Study 2 was a lab-based study in which 64 subjects participated in performing four search tasks in two different information activity conditions - information search or content creation. There are three major findings of this study: (1) Score-based trust perceptions provided limited views of people's credibility perceptions because respondents tended to score trust ratings consistently high across various user goals and intentions; (2) The topicality of information mattered more when study subjects assessed the credibility of user generated content (UGC) than with traditional media content (TMC); (3) Subjects of this study exerted more effort into making credibility judgments when they engaged in searching activities than in content creation. These findings indicate that credibility assessment can or should be seen as a process-oriented notion incorporating various information use contexts beyond simple rating-based evaluation. The theoretical contributions for information scientists and practical implications for web designers are also discussed.

A Study on the User-Interface Design Elements for the Interior Layout of the Korean AGT (한국형 경량전철의 실내공간배치를 위한 디자인요소 적용에 관한 연구)

  • 최출헌;한석윤;신학수
    • Proceedings of the KSR Conference
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    • 2001.05a
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    • pp.129-138
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    • 2001
  • This paper studies on the user-interface design elements for the vehicle interior layout of the Korean AGT(Automated Guideway Transit). These are based on the cultural environment and space consciousness of both ethnic and class differences. This means human- oriented interface design. In order to apply the user-interface design, it is necessary to find the examples of lightrail at the foreign country, and research and analyze their design trend. Then try to combine into a concept of user interface design and interior layout. This study will be expected to apply the Korean AGT as a guide.

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