• Title/Summary/Keyword: and user behavior

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Studios on the Physical and Psychological Analysis in Street Spaces for Improving the Streetscape of Olympic Daero (올림픽대로의 경관향상을 위한 가로공간 구성요소의 물리량과 심리량 분석에 관한 연구)

  • 김광래;진희성
    • Journal of the Korean Institute of Landscape Architecture
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    • v.16 no.2
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    • pp.23-41
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    • 1988
  • Environmental design pattern of the nine Small Urban Spaces at C.B.D. in City of Seoul are surveyed and analyzed for user's satisfaction and behavior under the environmental design evaluation by using Chrisopher Alexander's Pattern Language. Small Urban Spaces as a part of streetscape are formed by physical factors as well as visual environment and interacting user's behavior. Therefore, user's satisfacuion and behavior at the nine Urban Small Spaces were investigated under the further search for some possibilities of a pplication of those Pattern Languages. A pattern language has a structure of a network. It is used in sequence, going through the patterns, moving always from large patterns to smaller, always from the ones which create comes simply from the obsernation that most of the wonderful places of the city were not made by architects but by the people. It defines the limited number of arrangements of spaces that make sense in any given culture. And it actually gives us the power to generate these coherent arrangement of space. As a results, 'Plazl', 'Seats' and 'Accessibility' related design patterns are highly evaluated by Pattern Frequency, Pattern Interaction and their Composition ranks, thus reconfirm Whyte's Praise of urban Small Spaces in our inner city design environments. According to the multiple regression analysis of user's evaluation, the environmental functins related to the satisfaction were 'Plaza', 'Accessibility' and 'Paving'. According to the free response, user's prefer such visually pleasing environmental design object as 'Waterscape' and 'Setting'. In addition to, the basic needs in Urban Small Spaces are amenity facilities as bench, drinking water and shade for rest.

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A Study on the Outdoor Space of Campus in Paichai University (배재대학교 캠퍼스 외부 공간에 관한 연구)

  • Lee, Shi-Young
    • The Journal of Natural Sciences
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    • v.15 no.1
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    • pp.111-125
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    • 2005
  • This study aims at reconsidering the spacial structure and suggesting guidelines for campus planning and design with spatial reference to the Campus of PaiChai university, area $208,499m^2$, Taejon. This study is mainly based on user's behavior and physical traces and questionnaire survey. User's behavior and physical traces were carefully observed by 20 students of dept. of landscape architecture at each alloted zone, 6 zones in Campus. Questionnaire survey, consisted of user attitudes, use satisfaction factors and personal items was carried out to 320 persons. As a result, the item of 'rest' shows the highest mean and the item of 'chatting' and 'meeting' follows to utilization purpose. The length of stay is generally 30minute to 1hour. The factor analysis, on the object of 32 items except 4 item, appeared 8 factors: visual elements, activity, vehicle, plants, practicality of street furniture, bench, spacial use and shade.

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A Study on the User Experience through Analysis of Earphones Use Behavior of Generation Z (Z세대의 이어폰 사용 행태 분석을 통한 사용자 경험 연구)

  • Koo, Eun-Seo;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.317-323
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    • 2020
  • This research is based on product development that improves user experience such as design and function by analyzing the usage behavior of elements experienced by generation Z as customers and users in the process leading to disposal of earphones even before purchase. The behavior of earphones in Generation Z was analyzed through in-depth interview and surveys of the customer experience and user experience of earphones. The results of the study were common or characteristic. They are user experience based on brand dependency, sharing experiences and seeking simplified design and convenience, which is related with the lifestyle of the generation Z. This study is expected to be a fundamental study of product research and marketing strategies that will take advantage of the characteristics of Generation Z, who will be the main player of the market in the future.

Mobile Context Based User Behavior Pattern Inference and Restaurant Recommendation Model (모바일 컨텍스트 기반 사용자 행동패턴 추론과 음식점 추천 모델)

  • Ahn, Byung-Ik;Jung, Ku-Imm;Choi, Hae-Lim
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.535-542
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    • 2017
  • The ubiquitous computing made it happen to easily take cognizance of context, which includes user's location, status, behavior patterns and surrounding places. And it allows providing the catered service, designed to improve the quality and the interaction between the provider and its customers. The personalized recommendation service needs to obtain logical reasoning to interpret the context information based on user's interests. We researched a model that connects to the practical value to users for their daily life; information about restaurants, based on several mobile contexts that conveys the weather, time, day and location information. We also have made various approaches including the accurate rating data review, the equation of Naïve Bayes to infer user's behavior-patterns, and the recommendable places pre-selected by preference predictive algorithm. This paper joins a vibrant conversation to demonstrate the excellence of this approach that may prevail other previous rating method systems.

The Impact of User Behavior, Contents, Function, Cost on Use Satisfaction and the Continued Use Intention of the N-screen Service Users (N 스크린 서비스의 이용행태, 콘텐츠, 기능, 비용이 이용 만족도와 지속이용의사에 미치는 영향에 관한 연구)

  • Kim, Dong-Woo;Lee, Yeong-Ju
    • Journal of Broadcast Engineering
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    • v.18 no.5
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    • pp.749-757
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    • 2013
  • This study aims to find out the influences of user behavior, content characteristics, functional factors and user's perception in cost on user satisfaction and continuous intention in N-Screen service. Web survey was conducted for 498 users who have used N screen service. The results show that the most influential factor contributing to user satisfaction is user interface. VOD diversity, payment system, cost, channel diversity are also meaningful factors. Identifying the critical factors which impact on user satisfaction, this study can provide the basic data for activating OTT service in smart media environment.

A Modeling of Ubiquitous Environments Reflecting User's Behaviors in the House (주택 내에서의 사용자 행위 분석을 이용한 유비쿼터스 환경 구축 - 거실공간을 중심으로 -)

  • Lee, Dong-Hwa;Park, Sung-Jun;Lee, Hyun-Soo
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2005.11a
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    • pp.63-66
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    • 2005
  • The purpose of this study is to suggest the modeling of ubiquitous environments according to the analysis of user's behaviors focused on the living area within the house. Recently, with appearing 'Ubiquitous environments', the applications of ubiquitous technologies on the our environment adopt a new paradigm. This new paradigm leads to the possibility of creating more intellectual dwelling environment according to user's behaviors. This paper suggests to change our dwelling by considering both engineering technology and the character of dwelling, because the house should provide causes humans with comfortability. Therefore, we need to understand user's behaviors in the dwelling, towards user friendly environment. Also, it very important for us to configure proper sensors and technologies by the priority based on user's behaviors. To sum up, this study is aimed to analyze user's behaviors and then, to suggest the guideline for users offering optimal ubiquitous environments.

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A PDL′s System Specifications Based on the Users′ Information Seeking Behavior (이용자의 정보추구행태에 기반한 PDL의 시스템 요구사항)

  • Kim, Kyung-Gon
    • Journal of the Korean Society for Library and Information Science
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    • v.36 no.4
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    • pp.227-244
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    • 2002
  • The purpose of this study lies in analyzing the limitations and weakness of the existing PDL and proposing the principles for the development of a user-oriented PDL. The user group of PDL that we want to develop is university students. To this end, we investigate the information seeking behavior of the sampled user group, especially, their information needs, information use patterns, and information management patterns. Based on the results, we conceptually propose the systems specifications which the university students wish to be included in the PDL.

A Study on Proposing an Interaction Design Prototype that Reflects User Behavior Elements for VR Collaboration Tool (VR 협업 툴을 위한 사용자 행동 요소를 반영한 인터랙션 디자인 프로토타입 제안 연구)

  • Shin, Jongeun;Kang, Jeannie
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.645-661
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    • 2024
  • Today, the development of new technologies due to the 4th industrial revolution requires work performance methods such as non-face-to-face collaboration. In response to this, various VR collaboration tools are emerging, but VR collaboration tools for brainstorming, which are used in collaboration or design development work, are not provided. Therefore, despite the advantages and possibilities of VR for non-face-to-face collaboration, there are limitations in practical use. Accordingly, the development of VR collaboration tools in a digitalized work environment is necessary, and research on UI design development for this is required. The purpose of this study is to propose a VR collaboration tool prototype by developing an interaction UI design that applies user hand behavior elements that appear during collaboration sessions through user research. This study was a qualitative study. The research method was to conduct user research through observation and in-depth interviews, and as a result of analyzing the data obtained from this, five types of user hand behavior elements were derived. In this study, an interaction UI design was developed that reflects hand gestures as behavioral elements. And using Unity and the Oculus Integration SDK Kit, we created a prototype VR collaboration tool that can be used without a controller. As a result of conducting a user evaluation of the prototype produced in this study, it was found that users had difficulty making hand gestures accurately, and it was possible to find areas for improvement in UI design. It is expected that this study will help develop interaction UI design for VR collaboration tools that can increase work efficiency.

A system for detecting document leakage by insiders through continuous user authentication by using document reading behavior (문서 읽기 행위를 이용한 연속적 사용자 인증 기반의 내부자 문서유출 탐지기술 연구)

  • Cho, Sungyoung;Kim, Minsu;Won, Jongil;Kwon, SangEun;Lim, Chaeho;Kang, Brent ByungHoon;Kim, Sehun
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.23 no.2
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    • pp.181-192
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    • 2013
  • There have been various techniques to detect and control document leakage; however, most techniques concentrate on document leakage by outsiders. There are rare techniques to detect and monitor document leakage by insiders. In this study, we observe user's document reading behavior to detect and control document leakage by insiders. We make each user's document reading patterns from attributes gathered by a logger program running on Microsoft Word, and then we apply the proposed system to help determine whether a current user who is reading a document matches the true user. We expect that our system based on document reading behavior can effectively prevent document leakage.