• Title/Summary/Keyword: Users' Needs

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A Study on the User Needs Analysis to Improve OASIS (전통의학 정보포털 활성화를 위한 사용자 요구 분석에 관한 연구)

  • Yea, Sang-Jun;Kim, Ha-Young;Kim, Chul;Kim, Jin-Hyun;Kim, Sang-Kyun;Jang, Hyun-Chul;Song, Mi-Young
    • Korean Journal of Oriental Medicine
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    • v.16 no.2
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    • pp.109-118
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    • 2010
  • Traditional Korean Medicine Information Portal OASIS has been upgraded continuously from the beginning of it's service. It builds up more contents and adds more functions to provide rich information for TKM's researcher. But it's improvement strategy is not systematic and not supported from objective data. So we did online survey and analyzed the results to get insight for improving and activating the OASIS. Also we compared the survey with the previous one conducted in 2009. From the analysis of survey, we can get the 4 results. First OASIS have aged users than young users. Second 39.0% users are using OASIS 2-3 times in a month. Third 18.8% users want OASIS to provide the conference paper in TKM. Finally 21.7% users want paper map analysis system. We must do information strategy planning to get the insight for the improvement. And this survey analysis result will be most important material to our planning. Also we will use this survey analysis result to satisfy the users' needs.

A Method to utilize Inner and Outer SNS Method for Analyzing Preferences (선호도 분석을 위한 내·외부 SNS 활용기법)

  • Park, Sung-Hoon;Kim, Jindeog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.12
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    • pp.2871-2877
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    • 2015
  • Shopping patterns are changing with the emergence of SNS. Recently, it is also interested in providing the information based on the users' needs. Generally, the provided information is obtained from the history of users' simple browsing. Best selling hot item list is also provided in order to reflect the preferences of public users. However, the provided information is irrelevant to an individual preference. In this paper, we propose a method to utilize inner and outer SNS for analyzing public preferences about goods which are interested by individual users. The inner analyzing module collects and analyzes the preferences of community members about two goods designated by individual users. The outer analyzing module supports to analyze public preferences by using the tweeter SNS. The results of implementation show that it is possible to recommend goods based on the individual users' preferences unlike the existing shopping mall.

A Study on Perception and Needs of Urban Park Users on Off-Leash Recreation Area (도시 공원이용자들의 애견전용공간 계획에 대한 인식 및 요구도 연구)

  • Lee, Hyung-Sook
    • KIEAE Journal
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    • v.10 no.2
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    • pp.49-55
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    • 2010
  • The recent increase in the number of dogs in high-density urban environments causes conflicts between dog owners and non-dog owners and the access of dogs to urban parks has been controversial among park users. A lack of exercise and socialization, however, can cause canine behavior problems such as aggression and hyperactivity which are potential dangers to people and there has increased demand for a place where people and their dogs can interact and exercise together. In many developed countries, off-leash recreation areas (OLRA) are considered as safe and effective places that dogs can exercise, play, and socialize with other dogs while reducing conflicts between dog owners and other park users. This study aimed to review the issue of dogs' access to public parks and to examine the perception of park users on OLRA to provide insights and guidelines in establishing OLRA in Korea. The survey respondents, even non-dog owners, perceived that it is necessary to provide a separate space for dogs from other park users by providing OLRAs in urban parks and showed the willingness to use. Most of dog owners consider their dogs as companions or family members and feel the lack of places to exercise their dogs. As local government plays a major role in urban animal management which emerge as a social issue at present, more active interventions of municipalities are necessary to support various needs and activities of park users. An experimental OLRAs based on community participations would be a meaningful starting point to effective urban animal management.

Analysis of Users' Sentiments and Needs for ChatGPT through Social Media on Reddit (Reddit 소셜미디어를 활용한 ChatGPT에 대한 사용자의 감정 및 요구 분석)

  • Hye-In Na;Byeong-Hee Lee
    • Journal of Internet Computing and Services
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    • v.25 no.2
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    • pp.79-92
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    • 2024
  • ChatGPT, as a representative chatbot leveraging generative artificial intelligence technology, is used valuable not only in scientific and technological domains but also across diverse sectors such as society, economy, industry, and culture. This study conducts an explorative analysis of user sentiments and needs for ChatGPT by examining global social media discourse on Reddit. We collected 10,796 comments on Reddit from December 2022 to August 2023 and then employed keyword analysis, sentiment analysis, and need-mining-based topic modeling to derive insights. The analysis reveals several key findings. The most frequently mentioned term in ChatGPT-related comments is "time," indicative of users' emphasis on prompt responses, time efficiency, and enhanced productivity. Users express sentiments of trust and anticipation in ChatGPT, yet simultaneously articulate concerns and frustrations regarding its societal impact, including fears and anger. In addition, the topic modeling analysis identifies 14 topics, shedding light on potential user needs. Notably, users exhibit a keen interest in the educational applications of ChatGPT and its societal implications. Moreover, our investigation uncovers various user-driven topics related to ChatGPT, encompassing language models, jobs, information retrieval, healthcare applications, services, gaming, regulations, energy, and ethical concerns. In conclusion, this analysis provides insights into user perspectives, emphasizing the significance of understanding and addressing user needs. The identified application directions offer valuable guidance for enhancing existing products and services or planning the development of new service platforms.

Psychological phenomenon analysis of short video users' anxiety, Addiction and Subjective well-being

  • Peng, Chen;Lee, Jong-Yoon;Liu, ShanShan
    • International Journal of Contents
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    • v.18 no.1
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    • pp.27-39
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    • 2022
  • Short videos are becoming more popular in mobile Internet age. Not only people's media consumption patterns have been changed by the rise of this new media form, but also it has posed challenges to public psychological well-being. For many netizens, their entertainment needs have been met by watching short videos. However, many side effects, such as addiction and anxiety, reduce users' subjective well-being instead of satisfying the entertainment motivation after watching short videos. Therefore, it has become a significant research problem in short videos to figure out how to get audiences to watch short videos on a regular basis while avoiding side effects like anxiety and addiction and improving audiences' subjective well-being. Based on the theory of Internet addiction, this study analyzed short video users using the 2×2×2 research method and explored the relationship between the length of use, addiction, anxiety, and subjective well-being of short video users. The results showed that short video users with different usage lengths showed significant differences in addiction, anxiety, subjective well-being, and online social support; innovative different short video users showed significant differences in addiction and anxiety, as well as a triadic relational interaction of short video users' anxiety under the interaction with self-efficacy and online social support. This study contributes to the advancement of internet addiction theory research and application, assisting short video users in avoiding addiction and anxiety, and improving the subjective well-being of short video users, thereby promoting the growth of the short video industry.

Trust and Risk based Access Control and Access Control Constraints

  • Helil, Nurmamat;Kim, Mu-Cheol;Han, Sang-Yong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.11
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    • pp.2254-2271
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    • 2011
  • Access control in dynamic environments needs the ability to provide more access opportunities of information to users, while also ensuring protection information from malicious users. Trust and risk are essential factors and can be combined together in access control decision-making to meet the above requirement. In this paper, we propose the combination of the trust and risk in access control to balance information accessibility and protection. Access control decision is made on the basis of trustworthiness of users and risk value of permissions. We use potential relations between users and relations between permissions in access control. Our approach not only provides more access opportunities for trustworthy users in accessing permissions, but also enforces traditional access control constraints such as Chinese Wall policy and Separation of Duty (SoD) of Role-Based Access Control (RBAC) model in an effective way.

The Use of Persona Based Scenario Method for the Development of Web Board Game for the Pre-elderly

  • Seo, Mi-Ra;Kim, Ae-Kyung
    • International Journal of Contents
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    • v.10 no.2
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    • pp.37-41
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    • 2014
  • This study defined the pre-elderly as middle age people from 50 to 59. Because it is difficult to produce a design to satisfy the pre-elderly without deeply understanding them, their financial and physical characteristics and persona-based scenario method was studied. An experimental study about persona based scenario method was conducted, and as a result, the types of personas found were as follows: 1) Users enjoy the same games online and offline. 2) Users enjoy playing alone on the computer. 3) Users prefer games that end quickly with win or loss. Writing the situation scenario for each type, the pre-elderly's problems and needs occurring while they play web board games were obtained. The obtained user requests were as follows: users would like the level of difficulty to be simpler in the game of baduk; users wanted unlimited credit and refrainment from using English words in go-Stop; and there were simple comments about game screen design.

Java Servlets Supporting Users's Sessions (사용자 세션 지원 자바 서블릿)

  • Kim, Jin-Hong;Jeong, Hyeon-Rak;Park, Yang-Su;Lee, Myeong-Jun
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.5
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    • pp.1544-1552
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    • 2000
  • To maintain users' sessions through web browsers, a web server needs facilities for authenticating users and managing their information. Those facilities enable a web server to keep the states of the users, providing services distinguished by the states. As of now, those facilities are provided through non-standardized technologies, leading to the repeated development of similar functionalities through many web programers. In this paper, to solve the problem, we define a new session class containing the information on a user, and present a design and implementation of the Java servlet classes which supply the facilities for authenticating users, managing their sessions, and controling web services according to the groups they belong to. These servlet classes work on any web servers supporting Java servlet such as JavaServer, Apache, and IIS.

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Discovering abstract structure of unmet needs and hidden needs in familiar use environment - Analysis of Smartphone users' behavior data (일상적 사용 환경에서의 잠재니즈, 은폐니즈의 추상구조 발견 - 스마트폰 사용자의 행동데이터 수집 및 해석)

  • Shin, Sung Won;Yoo, Seung Hun
    • Design Convergence Study
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    • v.16 no.6
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    • pp.169-184
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    • 2017
  • There is a lot of needs that are not expressed as much as the expressed needs in familiar products and services that are used in daily life such as a smartphone. Finding the 'Inconveniences in familiar use' make it possible to create opportunities for value expanding in the existing products and service area. There are a lot of related works, which have studied the definition of hidden needs and the methods to find it. But, they are making it difficult to address the hidden needs in the cases of familiar use due to focus on the new product or service developing typically. In this study, we try to redefine the hidden needs in the daily familiarity and approach it in the new way to find out. Because of the users' unability to express what they want and the complexity of needs which can not be explained clearly, we can not approach it as the quantitative issue. For this reason, the basic data type selected as the user behavior data excluding all description is the screen-shot of the smartphone. We try to apply the integrated rules and patterns to the individual data using the qualitative coding techniques to overcome the limitations of qualitative analysis based on unstructured data. From this process, We can not only extract meaningful clues which can make to understand the hidden needs but also identify the possibility as a way to discover hidden needs through the review of relevance to actual market trends. The process of finding hidden needs is not easy to systemize in itself, but we expect the possibility to be conducted a reference frame for finding hidden needs of other further studies.

Priority Analysis of User Interface Evaluation Criteria for the Elderly Based on User's Lifestyle (라이프스타에 의한 노인 사용자 인터페이스 평가 우선 순위 분석)

  • Shin, Won-Kyoung;Park, Min-Yong
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.3
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    • pp.287-296
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    • 2010
  • The purpose of this research is to analyze priority of the elderly user interface (UI) evaluation criteria based on user's lifestyle. Since the elderly population will occupy over 20% of the all Korean population in the near future, we need to know older users' needs and information because elderly users will be main customers in the super-aged society. This paper investigated the definition of elderly users and characteristics demographically, socio-economically, and physically/cognitively. A total of 238 questionnaires from older users were analyzed based on a segmentation table for the elderly developed by the previous study. According to factor analysis and cluster analysis, 6 types of lifestyle and 4 groups of the elderly users were classified, respectively. The priority of UI evaluation criteria for large electronic home appliances and mobile products was analyzed by analyses of variance (ANOVAs). The results indicated that the priority of (physical, emotional, and cognitive) UI criteria was significantly different among elderly users' lifestyles for both home appliances and mobile products. Consequently, the results of this study may help the company develop some competitive silver products and give higher satisfaction to the elderly users by suggesting different priority of UI evaluation criteria according to the target elderly group. The results may also contribute to revitalize national economy by significantly increasing senior market shares.