• Title/Summary/Keyword: Users' behaviors

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The Influence of Information Commons on User Traffic Patterns and Perceptions of the Library (정보공유공간이 이용자 유동패턴과 도서관인식에 미치는 영향)

  • Park, Ji-Hong;Park, Jinhee;Nam, Eunkyung;Lee, Seoha
    • Journal of the Korean Society for information Management
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    • v.30 no.4
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    • pp.93-110
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    • 2013
  • During the last decade, increasing use of technology that facilitates information access has changed academic library services. The emergence of information commons is one of the key changes. Most previous studies on information commons have focused on its conception and role. Whereas, considering information commons as a spatial service, this study aims to examine the influence of information commons on user traffic patterns within the library and perception of the library. As the information commons grew into main library service space and facility, it is necessary to explore what influences information commons have on the behavior and recognition of users. Two methods were used. First, observation method was used to record traffic pattern and user behavior. Second, twenty undergraduates and twelve graduates were interviewed regarding the use and recognition of the information commons and the library. The results of the study show that the traffic patterns were different between undergraduate students and graduate students; the location and structure of facilities influences their movement and behaviors; and the recognition of information commons tends to affect the perception of the entire library. The findings may help librarians improve and plan for library spaces to meet user demands.

A Study on the Application of Social Network Analysis for Expanding the use of Spatial Data in Local Government (지방자치단체의 공간 Data 활용 확대를 위한 Social Network Analysis의 적용 방안 연구)

  • Kim, Ho-Yong;Lee, Sung-Ho
    • Journal of the Korean Association of Geographic Information Studies
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    • v.11 no.3
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    • pp.80-91
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    • 2008
  • The Purpose of this study is the applicaion of social network analysis for expanding the use of spatial data in local government. Spatial data generated from UIS projects play very important roles as a means of supporting decision making and solving complicated urban problems, but the utilization of the spatial data has not reach the expected level, considering to the huge amount of investment. Accordingly, there should be efforts in efficient management of spatial data, establishment of a sharing system, and expanded utilization of spatial data. Social network analysis applied to this research is a theory that explains the behaviors and patterns of units forming the system and measures distances between nodes, strength, etc. based on relations among nodes forming the network and the structural characteristics of the network. According to the results of surveying civil servants who were using spatial data on Busan Metropolitan City, obstacles to the sharing of spatial data were mostly non technical factors related to data users' attitude and their relations with circumstances. In order to expand the use of spatial data, this study performed social network analysis that applied the theory of planned behavior and examined the flow of spatial data, and by doing so, we analyzed related personnel's perception, identified obstacles to data sharing, and suggested a framework for promoting the expanded utilization of spatial data.

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The Utilization Probability Model of Expressway Service Area based on Individual Travel Behaviors Using Vehicle Trajectory Data (차량궤적자료를 활용한 통행행태 기반 고속도로 휴게소 이용 확률 모형 개발)

  • Bang, DaeHwan;Lee, YoungIhn;Chang, HyunHo;Han, DongHee
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.17 no.4
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    • pp.63-75
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    • 2018
  • A Service Area plays an important role in preventing accidents in advance by creating a space for long distance drivers or drowsy drivers to rest. Therefore, proper positioning of the expressway service area is essential, and it is important to analyze accurate demand forecasting and user travel behavior. Thus, this study analysis travel behavior and developed odel of the probability of using the service area by using the DSRC data collected by the RSE on the highway. According to the analysis, the usage behavior of highway service areas was most frequently when travel time was 90 minutes or more on weekdays and 70 minutes or more on weekends. The utilization rate of the service area estimated from the probability model of use of the rest area in this study was 1 % to 2 % error. The results of this study are meaningful in analyzing the behavior of the use of rest areas using the structured data and can be used as a differentiated strategy for selecting the location of rest areas and enhancing the service level of users.

Multivariate Analysis of Factors for Search on Suicide Using Social Big Data (소셜 빅 데이터를 활용한 자살검색 요인 다변량 분석)

  • Song, Tae Min;Song, Juyoung;An, Ji-Young;Jin, Dallae
    • Korean Journal of Health Education and Promotion
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    • v.30 no.3
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    • pp.59-73
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    • 2013
  • Objectives: The study is aimed at examining the individual reasons and regional/environmental factors of online search on suicide using social big data to predict practical behaviors related to suicide and to develop an online suicide prevention system on the governmental level. Methods: The study was conducted using suicide-related social big data collected from online news sites, blogs, caf$\acute{e}$s, social network services and message boards between January 1 and December 31, 2011 (321,506 buzzes from users assumed as adults and 67,742 buzzes from those assumed as teenagers). Technical analysis and development of the suicide search prediction model were done using SPSS 20.0, and the structural model, nd multi-group analysis was made using AMOS 20.0. Also, HLM 7.0 was applied for the multilevel model analysis of the determinants of search on suicide by teenagers. Results: A summary of the results of multivariate analysis is as follows. First, search on suicide by adults appeared to increase on days when there were higher number of suicide incidents, higher number of search on drinking, higher divorce rate, lower birth rate and higher average humidity. Second, search on suicide by teenagers rose on days when there were higher number of teenage suicide incidents, higher number of search on stress or drinking and less fine dust particles. Third, the comparison of the results of the structural equation model analysis of search on suicide by adults and teenagers showed that teenagers were more likely to proceed from search on stress to search on sports, drinking and suicide, while adults significantly tended to move from search on drinking to search on suicide. Fourth, the result of the multilevel model analysis of determinants of search on suicide by teenagers showed that monthly teenagers suicide rate and average humidity had positive effect on the amount of search on suicide. Conclusions: The study shows that both adults and teenagers are influenced by various reasons to experience stress and search on suicide on the Internet. Therefore, we need to develop diverse school-level programs that can help relieve teenagers of stress and workplace-level programs to get rid of the work-related stress of adults.

A Study on a Digital Mirror System Offering Different Information by Distance (사용자와의 거리에 따라 다른 형태의 정보를 제공하는 디지털 거울 연구 - 사용자 니즈 분석을 중심으로 -)

  • Park, Ji-Eun;Lee, Moo-Heon;Hahm, Won-Sik;Soh, Yeon-Jung;Choi, Hea-Ju;Jung, Ji-Hong;Hahn, Min-Soo
    • Journal of the HCI Society of Korea
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    • v.1 no.2
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    • pp.43-50
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    • 2006
  • A mirror is a familiar tool for human beings who have been seeing themselves through it for a long time since it was created. As evolving Digital Technology, many approaches about digital mirrors which reflect not only the light, but also the information have been studied. Traditional mirrors on the wall do not need any special control to perform their automatic visual feedbacks, reflecting lights. On the contrary, digital mirrors can actively provide more information to the user than the traditional ones. In this paper, we propose an active digital mirror system of which functions are changed according to the user-mirror distance. First of all, we investigated users' behaviors on mirrors and categorized the interactions by user-mirror distance. Based on the previous result, we designed the user interface of the mirror, and developed a prototype which has three recognition modules: a distance measuring module using infrared sensor arrays, a user recognition module by computer vision technique, and a control perception module using infrared sensor grid. In addition, the next steps for improving the user-centered digital mirror system, and the possibility for developing a mirror-shaped computer system were suggested.

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A Study on Information Users' Needs and Information Seeking Behavior of Doctoral Researchers in Digital Age (디지털 환경에서 학술연구자들의 정보요구 및 이용행태에 관한 연구 - 인문사회분야와 과학기술분야의 비교를 중심으로 -)

  • Kim, Jeong-Hwan;Kim, Jay-Hoon;Hwang, Jae-Young
    • Journal of Korean Library and Information Science Society
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    • v.42 no.3
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    • pp.189-208
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    • 2011
  • In the digital environment where the Internet and IT change rapidly, researchers have utilized scientific information by relying on more complex and various media than before. This study performed a group interview with thirteen questions derived from five categories in order to understand information needs and information seeking behaviors of Korean doctoral researchers in this information environment. The five categories are (1) identifying information resource usage pattern, (2) attitude towards information resources and reasons for use, (3) IT skills and information literacy, (4) physical library use vs electronic access, and (5) attitudes toward the digital library. In particular, this study focused on analyzing similarities and differences of two groups of researchers selected equally in the humanities and social sciences and in science and technology by doing the interview. The research showed that there are no differences in the goal of using scientific information, information literacy, the ratio of using written materials to electronic resources, and routes of acquiring research ideas or knowledge, but there are differences in materials used for studies or researches and in favorite scientific portal sites.

Transmitting Devices Selection Based on Viewpoint Popularity for Wireless Free-Viewpoint Video Streaming (무선 자유시점 비디오 스트리밍에서 인기도 기반 전송 기기 선택 기법)

  • Koo, Jae-Woo;Cho, Young-Jong;Kang, Kyungran
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.5
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    • pp.546-554
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    • 2016
  • Free-viewpoint video (FVV) is a synthesization technology that generates a virtual viewpoint video using multiple videos recorded via wireless devices at heterogeneous locations. In order to introduce a new service that grafts the FVV onto the real-time streaming service using wireless devices, we need to overcome several constraints. Two main factors of those constraints are the limited wireless capacity that are shared fairly by multiple devices, and the transmission time constraint with which live streaming services have to comply. Therefore, for optimal quality of entire videos, a set of transmitting devices should be effectively selected depending on the condition of wireless channel and the required video popularity of specific viewpoint requested from users. For optimal selection, this study proposes a heuristic algorithm that takes into account the aforementioned factors from possible wireless transmission error behaviors and the requested viewpoint popularity. Through analysis and simulation, we show that with this algorithm, quality of most popular viewpoint videos is guaranteed. Furthermore, performance comparison against the existing scheme which is based only on the location of recording devices is made.

A Logical Cell-Based Approach for Robot Component Repositories (논리적 셀 기반의 로봇 소프트웨어 컴포넌트 저장소)

  • Koo, Hyung-Min;Ko, In-Young
    • Journal of KIISE:Software and Applications
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    • v.34 no.8
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    • pp.731-742
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    • 2007
  • Self-growing software is a software system that has the capability of evolving its functionalities and configurations by itself based on dynamically monitored situations. Self-growing software is especially necessary for intelligent service robots, which must have the capability to monitor their surrounding environments and provide appropriate behaviors for human users. However, it is hard to anticipate all situations that robots face with, and it is hard to make robots have all functionalities for various environments. In addition, robots have limited internal capacity. To support self-growing software for intelligent service robots, we are developing a cell-based distributed repository system that allows robots and developers transparently to share robot functionalities. To accomplish the creation of evolutionary repositories, we invented the concept of a cell, which is a logical group of distributed repositories based upon the functionalities of components. In addition, a cell can be used as a unit for the evolutionary growth of the components within the repositories. In this paper, we describe the requirements and architecture of the cell-based repository system for self-growing software. We also present a prototype implementation and experiment of the repository system. Through the cell-based repositories, we achieve improved performance of self-growing actions for robots and efficient sharing of components among robots and developers.

Two-Stage Evolutionary Algorithm for Path-Controllable Virtual Creatures (경로 제어가 가능한 가상생명체를 위한 2단계 진화 알고리즘)

  • Shim Yoon-Sik;Kim Chang-Hun
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.11_12
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    • pp.682-691
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    • 2005
  • We present a two-step evolution system that produces controllable virtual creatures in physically simulated 3D environment. Previous evolutionary methods for virtual creatures did not allow any user intervention during evolution process, because they generated a creature's shape, locomotion, and high-level behaviors such as target-following and obstacle avoidance simultaneously by one-time evolution process. In this work, we divide a single system into manageable two sub-systems, and this more likely allowsuser interaction. In the first stage, a body structure and low-level motor controllers of a creature for straight movement are generated by an evolutionary algorithm. Next, a high-level control to follow a given path is achieved by a neural network. The connection weights of the neural network are optimized by a genetic algorithm. The evolved controller could follow any given path fairly well. Moreover, users can choose or abort creatures according to their taste before the entire evolution process is finished. This paper also presents a new sinusoidal controller and a simplified hydrodynamics model for a capped-cylinder, which is the basic body primitive of a creature.

The Effect of Augmented Reality Traits on Presence, Flow, and Relational Continuance Behavior with Smart-Phones (스마트폰 기반 증강현실 특성이 프레즌스, 플로우 및 관계지속행동에 미치는 영향)

  • Chun, Tae-Yoo;Park, No-Hyun
    • Journal of Distribution Science
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    • v.13 no.5
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    • pp.45-52
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    • 2015
  • Purpose - Augmented reality (AR) content used in mobile media today can accommodate a wide variety of contextual information. This indicates that making people experience a sense of presence and flow is a very significant factor in augmented reality content. Flow represents a rich immersion potential as representing the progress of emotion and the means to facilitate the operation of the smart phone. Therefore, users will have friendly relational continuance behavior with products and brands that supply this experience. Based on that, the purpose of this study is to investigate the relationships among smart phone AR application traits, presence, flow experience, and relational continuance behavior. First, AR application traits are defined as three categories sensory immersion, navigation, and manipulation, based on preceding studies. This study then examines the influence of AR application traits on the presence and flow experience and looks into the relation among presence, flow experience, and relational continuance behavior. This analysis suggests more detailed and concentrated strategic implications. Research design, data, and methodology - A research model is designed to examine the relation among AR application traits, presence, flow experience, and relational continued behavior. For data collection, questionnaire surveys were composed of multi-items for each component and the direct interview method was used for the interviews. To collect the data, after running the smart phone AR applications, the consumer behaviors of the respondents were generally determined. The questionnaire surveys were conducted for one month, October 2014. A total of 300 questionnaires were distributed with 278 questionnaires used for analysis, excluding the unanswered and insincere questionnaires. The data were analyzed using SPSS ver. 20.0 and LISREL ver. 8.51. Results - The following results are found: First, AR application traits have a significantly positive effect on presence with sensory immersion, navigation, and manipulation all having a significantly positive effect. Second, sensory immersion and manipulation among the AR application traits have a significantly positive effect on flow. However, navigation did not have a significantly positive effect on flow. Third, presence has a significantly positive effect on flow and has a significantly positive effect on relational continuance behavior. Moreover, flow also has a significantly positive effect on relational continuance behavior. This behavior tends to be formed since brands want to encourage relational continuance behavior and positive emotions with the brands being used. Relational continuance behavior accompanies repeat purchasing, positive word-of-mouth and recommendation activities, and forms of trust with the brand. Conclusions - The research results showed that smart phone AR traits had significantly positive effect on presence, flow, and relational continuance behavior. Based on this, smart phone AR application providers should establish an aggressive marketing strategy to accommodate more realistic problems in order to positively influence user behavior. Additionally, the marketers should make efforts to provide fun or convenience in the AR application operation process of the user.