• Title/Summary/Keyword: Users' Interactions

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Open Space Design Elements and Social Support Design In Healing Facilities

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • v.10 no.2
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    • pp.53-61
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    • 2022
  • This study suggested the environmental components for open space in a healing environment based on the social support approach for integrating and enhancing users' activities and interactions. The physical environments of the open space in healing facilities should be suggested by social support design and support the interactions of various users. Particularly architectural environment conditions should reinforce the contribution to the revitalization of medical facilities based on improving the healing effect of patients through mutual exchange of users. The open space environment conditions influence users' healing process with physical design factors and users' interactions, and the flexible environments based on the social support that is crucial for circulation and mutual exchange of users. The open space transformation, integration of technology, and wayfinding system with color and signage also allow users to improve the space experience and easy access. The environmental components of open space design should include easy access for user inflow, flexible layout for comfort, access to outdoor spaces, integration of warm color schemes for relaxation, personalization of spaces with artwork, and visual interest through the use of textures and materials.

The Impact of Interaction Factors of Digital Contents on Flow and Use Intention (디지털콘텐츠의 상호작용요인이 몰입과 사용의도에 미치는 영향)

  • Kim, Chang-Su;Lee, Sung-Ho;Oh, Eun-Hae
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.212-224
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    • 2011
  • Users in the Web 2.0 era, which is based on the convergence of wired and wireless technologies, tend to have a high regard for digital contents interactions, as compared to the technology experienced at the analog era. To boost the digital contents business, it is necessary to focus on the digital contents(DC) interactions based on user-centered thinking to satisfy user preferences. According to previous studies, this study classified DC interactions into three types: interaction between users, interactions between contents and users, and interactions between system and users. This study empirically verifies that DC interactions factors affect flow as well as DC flow influences the DC use intention.

A Collaborative Visual Language

  • Kim, Kyung-Deok
    • Journal of information and communication convergence engineering
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    • v.1 no.2
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    • pp.74-81
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    • 2003
  • There are many researches on visual languages, but the most of them are difficult to support various collaborative interactions on a distributed multimedia environment. So, this paper suggests a collaborative visual language for interaction between multi-users. The visual language can describe a conceptual model for collaborative interactions between multi-users. Using the visual language, generated visual sentences consist of object icons and interaction operators. An object icon represents a user who is responsible for a collaborative activity, has dynamic attributes of a user, and supports flexible interaction between multi-users. An interaction operator represents an interactive relation between multi-users and supports various collaborative interactions. Merits of the visual language are as follows: supporting of both asynchronous interaction and synchronous interaction, supporting flexible interaction between multi-users according to participation or leave of users, supporting a user oriented modeling, etc. For example, an application to a workflow system for document approval is illustrated. So we could be found that the visual language shows a collaborative interaction.

Designer-User Interaction without Actual Users: A Lesson from a Field Study

  • Jaehyun Park
    • Asia pacific journal of information systems
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    • v.28 no.3
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    • pp.220-239
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    • 2018
  • The purpose of the paper is empirically to explore 'design manner', focusing on the designer's knowledge boundary on the designer-user interactions in the design process. This study conducts a field study and observed designer's interactions with actual users in a leading user-centered design firm over three months. The observations revealed how designers bring ideas about users into design without physically interacting with users during the design process. Based on Bourdieu's theory of practice and the concept of boundary objects, this study introduces the concept of 'design manner', by which designers incorporate user's ideas into the design process without actual involvement of users in the process. This paper contributes to the body of knowledge by introducing the design manner in-between designer's and user's knowledge boundaries and argue bridge between theoretical and actual designer-user interactions in the IS design process.

The Effect of IT Department Service Quality on Appropriateness of Information System (IT관리부서의 서비스 품질이 정보시스템의 전유에 미치는 영향)

  • Lee, Woong-Kyu
    • The Journal of Information Systems
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    • v.16 no.1
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    • pp.159-178
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    • 2007
  • As generalization of using PC and the Internet information technology (IT) users in organizations are not passive clients but active producers of information services. One of the reasons for the change of users' role is social interactions with other users and IT department staffs. That is, users can find and develop new functions and usefulness of IT, especially, Web-based ones through communication with other users or IT department staffs. The objective of this study is to investigate the relationship between IT department service quality and social interactions with other users. For this purpose, we suggest a research model based on adaptive structuration theory (AST), which is to explain the changes in social structure (rules and resources) of IT by social interactions, as well as service quality theory. Our model's exogenous variable is service quality which is a second-order factor consisting of reliability, responsiveness, assurance, and empathy. As endogenous variables, we adopt two variables for appropriateness of using IT, faithfulness of appropriation and consensus on appropriation. Finally, dependent variables of ow model are usefulness and ease of use which can be considered as attitude on IT as well as other variables for appropriateness. For empirical test our model is applied to users of groupware and ERP in organizations and analyzed by partial least square. In result, all hypotheses suggested in our model are supported statistically.

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An Influence of Appropriation on Intrinsic and Extrinsic Motivation with Ease of Use in Using Information Technology : Focus on Blog Users (정보기술 사용에서의 전유가 내재적/외재적 동기 및 사용용이성에 미치는 영향 : 블로그 사용자들을 중심으로)

  • Lee, Woong-Kyu
    • Journal of the Korean Operations Research and Management Science Society
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    • v.33 no.1
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    • pp.131-148
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    • 2008
  • Today, it is not difficult to use information technology (IT), especially, Internet based ones. Many people can not only access IT without learning how to use it but also find and develop new techniques and usages which couldn't be expected by system engineers or designers. This is owing to social interactions among users as well as advancement of IT. Theoretically, such social interactions in using IT can be well explained by adaptive structuration theory (AST) which has been considered as one of trying to capture the change of using IT due to social interactions between users and system. This study is to analyze the relationship between social interactions and motivation in using IT which can determine attitude and intention of using IT. For this purpose we provide a research model, in which two AST related variables, faithfulness of appropriation and consensus on appropriation, are independent variables and three beliefs for using IT, usefulness, ease of use and playfulness, are dependent ones. Additionally, for reflection of changing uses, usefulness is formed as second order factor by two first order factors-usefulness of self-expression and communication. An empirical test of our model for blog users which is analyzed by Partial Least Square method shows supporting most of hypotheses except one, consensus-ease of use.

Framework Design of Pervasive Computing System for Inter Space Interactions between Private and Public Smart Spaces

  • Lim, Shin-Young;Chung, Lawrence;Helal, Sumi;Yang, Hen-I
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.9 no.3
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    • pp.198-205
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    • 2009
  • In this paper, design of framework architecture of pervasive computing system providing seamless inter space interactions between private and public smart spaces is presented. The seamless inter space interaction issues are related to establishing user's service environment by allocating relevant resources in a new location where there are no prior settings for the user or where there are current users already being served in the new location. In the realm of pervasive computing, we can have different types of smart spaces, offering proactive and intelligent services, which are islands of smart spaces independent from each other. As users move about, they will have to roam from private smart space to public smart space and vice versa. When they enter a new island of smart space, they will have to setup their devices and service manually to get the same or different services they had at the previous location. Users might be living in a non-pervasive computing environment because this manual operation is inappropriate to its generic features of proactive and intelligent services of pervasive computing. The framework architecture will provide seamless inter space interactions initiated by changes in users' location to acquire negotiations of resources for new and current residents regarding service provision with limited available networked devices.

Statistical Profiles of Users' Interactions with Videos in Large Repositories: Mining of Khan Academy Repository

  • Yassine, Sahar;Kadry, Seifedine;Sicilia, Miguel Angel
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.5
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    • pp.2101-2121
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    • 2020
  • The rapid growth of instructional videos repositories and their widespread use as a tool to support education have raised the need of studies to assess the quality of those educational resources and their impact on the quality of learning process that depends on them. Khan Academy (KA) repository is one of the prominent educational videos' repositories. It is famous and widely used by different types of learners, students and teachers. To better understand its characteristics and the impact of such repositories on education, we gathered a huge amount of KA data using its API and different web scraping techniques, then we analyzed them. This paper reports the first quantitative and descriptive analysis of Khan Academy repository (KA repository) of open video lessons. First, we described the structure of repository. Then, we demonstrated some analyses highlighting content-based growth and evolution. Those descriptive analyses spotted the main important findings in KA repository. Finally, we focused on users' interactions with video lessons. Those interactions consisted of questions and answers posted on videos. We developed interaction profiles for those videos based on the number of users' interactions. We conducted regression analysis and statistical tests to mine the relation between those profiles and some quality related proposed metrics. The results of analysis showed that all interaction profiles are highly affected by video length and reuse rate in different subjects. We believe that our study demonstrated in this paper provides valuable information in understanding the logic and the learning mechanism inside learning repositories, which can have major impacts on the education field in general, and particularly on the informal learning process and the instructional design process. This study can be considered as one of the first quantitative studies to shed the light on Khan Academy as an open educational resources (OER) repository. The results presented in this paper are crucial in understanding KA videos repository, its characteristics and its impact on education.

A study on the mobile game user's interaction using social network analysis (소셜네트워크 분석을 통한 모바일 게임 이용자들의 상호작용 연구)

  • Seok, Hwayoon;Yoo, Changsok;Joo, Yeajin;Ju, Jinyoung;Kwon, Hyoungjin;Yang, Seong-Il;Nam, Yoonjae
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.53-66
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    • 2021
  • This study explored how the network structure in terms of social interactions among users via a mobile game has changed longitudinally. The main findings are summarized as follows. First, in-game events are likely to increase the social interactions of users. Second, some power users played key roles in the game users' network and tend to make a large sub-group for interacting among users. Third, it is suggested that the analysis of network structure among users can be a useful tool for monitoring which in-game events are effective and how they are mutually interconnected for collaboration.

Analysis of Perceptions and Behaviors Associated with Health Functional Food Use: a cross-sectional survey (건강기능식품에 관한 인식도 및 소비양식의 분석)

  • Chun, Pusoon
    • Korean Journal of Clinical Pharmacy
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    • v.24 no.1
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    • pp.53-61
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    • 2014
  • Background: The use of health functional food (HFF) is increasing and will continue to rise worldwide. Concerns about HFF-drug interactions are increasing as HFF are becoming more widely used. Therefore, awareness of consumers' perceptions and behaviors associated with HFF use may help health care providers improve their communications with patients. Purpose: The aim of this study was to assess the characteristics, perceptions, and behaviors associated with HFF use in South Korea. Method: The online survey was conducted from September 21th to October 7th, 2013. With the aid of Social Network Service (SNS) and google, the questionnaire was posted online on internet website targeting people aged 15 years or older so that self-reported data covering 4 domains were collected from 257 Koreans. Results: A total of 257 people responded the questionnaire. Among them, 81.3% reported experiences of HFF use. Female were more likely than male to use HFFs. There were no differences in demographic characteristics between HFF users and non-users in relation to age, education, and household income. Higher level of education was associated with high-level perception of HFF function (OR 3.9, 95% CI 1.48, 10.1) and a positive relationship was observed between the maximum number of HFFs used concurrently and age of the respondents. Among the HFF users, 42.6% reported concurrent HFF-medication use. However 73.3% of them did not disclose their use to physician or pharmacist and only 30.2% were informed about potential drug-HFF interactions. Pharmacy was most commonly reported as the source from which the respondents were informed about potential interactions. Conclusion: Many people had used HFF and medications concurrently while not being informed about potential HFF-drug interactions. Pharmacists and physicians should be vigilant for risk of the interactions and actively determine whether the patient is using an HFF before prescribing and administrating medications.