• 제목/요약/키워드: context in use

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스마트폰의 UI/UX 향상을 위한 상황인식 프레임워크 개발 및 응용 (Context-aware Framework and Applications for Improving UI and UX of Smartphones)

  • 신춘성;박병하;정광모
    • 한국IT서비스학회지
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    • 제13권1호
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    • pp.197-207
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    • 2014
  • With the recent advance in smartphones, users are allowed to use mobile applications anytime anywhere, and change their way to interact with smart environment and people. As a result, the need for developing context-aware applications on smartphones has a great attention from users and developers. This paper proposes a context-aware framework for supporting UI/UX of smartphones. The proposed framework collects a wide range of sensory data from smartphones and allows developers to analyze and model context models for their desired apps. In addition, it also supports real-time inference within the apps to make them to adapt to context. In order to show effectiveness of the proposed framework, we introduce two smartphone apps: context-aware home screen and automatic detection of smartphone problem use. Therefore, we expect that the proposed framework will help developers easily implement their apps with respect to context-awareness.

Improved Post-Filtering Method Using Context Compensation

  • Kim, Be-Deu-Ro;Lee, Jee-Hyong
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • 제16권2호
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    • pp.119-124
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    • 2016
  • According to the expansion of smartphone penetration and development of wearable device, personal context information can be easily collected. To use this information, the context aware recommender system has been actively studied. The key issue in this field is how to deal with the context information, as users are influenced by different contexts while rating items. But measuring the similarity among contexts is not a trivial task. To solve this problem, we propose context aware post-filtering to apply the context compensation. To be specific, we calculate the compensation for different context information by measuring their average. After reflecting the compensation of the rating data, the mechanism recommends the items to the user. Based on the item recommendation list, we recover the rating score considering the context information. To verify the effectiveness of the proposed method, we use the real movie rating dataset. Experimental evaluation shows that our proposed method outperforms several state-of-the-art approaches.

인지적 몰입이 개인의 기술 수용에 미치는 영향: MP3 플레이어에 대한 실증 연구 (The Effect of Cognitive Absorption on the Individual Intention of Technology Acceptance: An Empirical Study on the MP3 Player)

  • 김보연;이상근;강민철
    • Asia pacific journal of information systems
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    • 제16권1호
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    • pp.45-69
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    • 2006
  • Technology Acceptance Model (TAM) has been widely used to predict user's behavior to accept the technology. Prior researches have been mainly focused on innovation constructs such as perceived usefulness and perceived ease of use. However, very little research has been conducted to understand individual mental beliefs in technology acceptance and imitation influence. This study integrates Technology Acceptance Model (TAM), Flow Theory (FT) and Diffusion of Innovation Theory (DIT). This paper indicates that imitation context, cognitive absorption (CA) based Flow theory and innovation context are the three important factors influencing user acceptance of information technologies. The proposed model has been tested among 232 users of MP3 players. Results showed that innovation context and cognitive absorption have positive influences on intention to use technology. Not all factors of the imitation context have direct effect on intention to use. However, we found that imitation context has positive influence on intention to use technology through cognitive absorption.

강제된 정보시스템 사용환경에서 결과기대가 사용활동에 미치는 영향에 관한 연구;사회인지이론의 관점

  • 오송우;곽기영
    • 한국경영정보학회:학술대회논문집
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    • 한국경영정보학회 2007년도 추계학술대회
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    • pp.123-128
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    • 2007
  • It has been argued that Enterprise systems (ES) implementations are overshadowed by a high failure rate despite their promised benefits. One of the commonly cited reasons for ES implementation failures in the context of mandatory use is end-user's unwillingness or sabotage to adopt or use systems. Considering that the appropriate management of expectations may play an important role in making positive behavior toward newly implemented systems, this study examines the effect of outcome expectations on the system use activity in the mandatory use context of information systems from the Social Cognitive Theory perspective. Structural equation model analysis using LISREL 8.7 provides significant support for the proposed relationships. The empirical results suggest that outcome expectations and user satisfaction have positive effects on system use activity conceptualized by immersion, reinvention, and learning. Theoretical and practical implications of the study shed some light on how to improve system use activity in the mandatory use context of information systems.

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컨텍스트 인지 시스템을 위한 요구사항 도출 및 명세화 방법 (A Study of Requirements Elicitation and Specification for Context-Aware Systems)

  • 최종명
    • 한국정보과학회논문지:시스템및이론
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    • 제35권8호
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    • pp.394-406
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    • 2008
  • 컨텍스트 인지 시스템에서 컨텍스트는 매우 중요한 요소이지만, 기존 요구공학은 컨텍스트를 도출하고 명세화하는 방법을 지원하지 못하기 때문에 이를 지원할 수 있는 연구가 필요하다. 본 논문은 컨텍스트 인지 시스템의 요구사항을 효과적으로 도출하기 위한 방법과 명세화 방법을 제안한다. 논문에서 제안하는 요구사항 도출 방법은 6단계로 구성된 점진적이고 반복적인 프로세스로서 비즈니스 로직을 위한 요구사항을 먼저 파악하고, 이를 기반으로 컨텍스트 로직을 위한 요구사항을 파악하고, 컨텍스트 모델링과 서브시스템 식별 등의 작업을 수행한다. 요구사항 명세화 방법으로는 컨텍스트 인지 유스케이스 다이어그램, 컨텍스트의 개념을 표현할 수 있는 컨텍스트 다이어그램, 컨텍스트 타입에 영향을 받는 유스케이스를 표현하는 컨텍스트타입-유스케이스 의존 다이어그램을 제안한다. 논문에서는 또한 제안한 방법을 적용한 시스템에 대한 사례연구를 소개하고, 이를 정성적으로 평가한 내용을 제시한다. 본 연구는 이해관계자가 컨텍스트 인지 시스템의 요구사항을 효과적으로 파악하고, 이를 명확히 기술하며, 이해할 수 있도록 도움을 줄 수 있다.

Fuzzy OWL을 이용한 사용자 Context의 표현 및 추론 (Representation and Reasoning of User Context Using Fuzzy OWL)

  • 손종수;정인정
    • 지능정보연구
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    • 제14권1호
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    • pp.35-45
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    • 2008
  • 본 논문에서는 유비쿼터스 환경에서 사용자 Context를 표현하는 과제를 해결하기 위하여 시맨틱 웹 기술 및 퍼지 개념을이용하여 사용자 Context를 언어와 기종에 독립적이면서 사람이 생각하는 것과 최대한 유사한 형태로 기술하는 것을 제안한다. 재래의 방법으로 사용되어온 일반 집합으로 Context를 표현하는 방법은 실세계의 환경을 표현하는데 한계가 있기 때문에 본 논문에서는 퍼지 개념과 표준 웹 온톨로지 언어 OWL이 융합된 Fuzzy OWL 언어를 사용하였다. 본 논문에서 제안하는 방법은 사용자가 접한 환경정보들을 수치로 표현하며 이를 OWL로 기술한다. 그리고 OWL로 변환된 Context를 Fuzzy OWL로 변환한다. 마지막으로 자동적인 상황인지가 가능한지 여부를 퍼지 추론 엔진인 FiRE를 사용하여 검증한다. 본 논문에서 제시하는 방법을 사용하면 유비쿼터스 컴퓨팅 환경에서도 사용할 수 있는 형태로 Context를 기술할 수 있으며 퍼지의 개념을 사용하여 Context를 표현하기 때문에 상태나 정도를 표현함에 있어 좀 더 효과적이다. 뿐만 아니라, 기술된 Context를 기반으로 현재 사용자가 접한 환경의 상태를 추론할 수 있으며 추론된 상태에 따라 시스템이 자동적으로 작동하게 하는 것이 가능하다.

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모바일폰 사용 영역과 상황 기반의 컨텍스트 정의 및 사용 행위의 구조 분석을 통한 테스크 모델 제안 (Understanding the Pattern of Mobile-phone Tasks on the 'Situational Context' : Focused on the ESR(Extend, Synchronize, Replace) Model)

  • 조윤진;이은종
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 2부
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    • pp.158-164
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    • 2008
  • 본 논문은 모바일폰의 사용성 연구에 있어서 모바일폰의 사용 특성을 충분히 반영할 수 있도록 추후 연구를 돕기 위한 목적으로 진행되었다. 모바일폰의 사용 특성은 무엇보다 컨텍스의 영향에 매우 민감하다는 것과, 1인 1디바이스로서 개인적인 라이프 패턴을 많은 부분 수용한다는 것이다. 이러한 전제로부터 모바일폰이 사용되는 컨텍스트를 정의하였다. 특별히 컨텍스트의 정의에 있어서 상황적 컨텍스트(situational context)라는 정의를 도입하였으며, 모바일폰으로 할 수 있는 다양한 task 중 특별히 situational context의 영향을 직접적으로 받는 task를 contextual task로 이름하였다. 연구 결과물로써 contextual task의 모델을 제작하였다. 이는 디자인 종사자들과 타 업계의 종사자들이 모두 사용자의 실제적 행태를 이해할 수 있도록 하여 동일한 컨셉을 가지고 사용자 중심의 디자인을 진행할 수 있도록 한다. 또한, 이러한 사용자 사용 행태에 대한 통일한 컨셉은 디자인을 위한 서로의 의사전당에도 효과적일 젓이다. 수집된 사용자 task 들은 3가지 모델로 그 패턴을 정의할 수 있다. 사용자의 공간 확장과 관련되어 다양한 패턴을 구조화한 Extend Model, 기능의 컨버전스로 인해서 각 기능의 충돌을 최소화하여 사용성을 높일 수 있는 기회를 제공하기 위해 이와 관련된 task 들의 패턴을 구조화한 Synchronize Model, 마지막으로 사용자의 라이프 패턴을 반영하여 기존의 object를 대체하는 결과를 가져오는 task들의 패턴을 구조화한 Replace Model 로 Contextual Task를 정의하였다. 마지막으로 각 모델의 구체적 용도를 보이기 위해 Context 를 반영한 Interview 를 시행할 수 있는 질문지 제작을 진행하였다.

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스마트폰의 지속적 사용에 관한 이해: 물류분야의 택배서비스업 사례 (Understanding the Continuous Intention of the Smart Phone Use: The Case of a Delivery Services Company in Logistics)

  • 정남호;이건창
    • 지식경영연구
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    • 제12권2호
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    • pp.56-68
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    • 2011
  • The rapid changes in business environments are also applicable to the delivery service field. Numerous companies are using smart phones in order to perform work of the delivery service field that is rapidly developing every year. Smart phones established ubiquitous work environments where access to the server of the head office is possible through telephones, scanners, and the internet anywhere and anytime. However, although smart appliances including smart phones have been diffused, empirical analysis of use of them in actual has not been attempted much. In this regard, current study empirically analyzes how connectivity and context-awareness function of smart phones based on the TAM(Technology Acceptance Model) influence the continuous intention to use through trust, usefulness, and ease of use. The results indicate that the connectivity and context-awareness function, which are natures of smart phones, had impacts on the ease of use and trust, but not on the usefulness. Based on these results, this study suggests implications and future research directions regarding the planning and realization of smart appliances.

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상호작용맥락에 따른 어머니와 유아의 상호작용 전략 : 자유놀이와 과제해결 맥락을 중심으로 (The Interaction Strategies of Mothers and Their Children in the Contexts of Free Play and Joint Problem Solving)

  • 이기숙;김희진;박은혜
    • 아동학회지
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    • 제25권4호
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    • pp.33-48
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    • 2004
  • The purpose of this study was to examine if mothers and their children used different interaction strategies depending on the interacting contexts. Sixty-five mothers and their children were observed while they interacted with each other in two contexts, that is, a free play context and a joint problem solving context. The result of this study showed that first, the mothers' strategies and their children's strategies were closely related. When the mothers used positive strategies, their children also responded with positive strategies. In contrast, when the mothers used negative strategies, their children also tended to use negative strategies. Second, the contexts which the mothers and their children interacted affected the strategies that the mothers and their children used. The mothers and the children were more likely to use positive strategies in the context of free play than in the context of the joint problem solving. This result points out the importance of free play as the context of producing a positive atmosphere where the mothers and their children interacted positively and had a good time. Suggestions for further study and implications for parents were provided.

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Influences of Motivations on Interactivity in the Live Streaming Commerce

  • KIM, Juran
    • 산경연구논집
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    • 제12권10호
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    • pp.43-57
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    • 2021
  • Purpose: This study focuses how motivations influence interactivity in the live streaming commerce context. Live streaming commerce involves the provision of e-commerce activities and transactions via a live streaming platform that offers real-time interaction, entertainment, social activities, and commerce. The purpose of study is to examine effects of motivations on perceived interactivity and the effects of perceived interactivity on attitude and intention to use the live streaming commerce. Research design, data and methodology: The study investigates key questions about consumers' motivation to use live streaming commerce and perceived interactivity by surveying 300 users of live commerce. Participants were asked whether they were live streaming commerce users who had experienced live streaming commerce before participating in the survey. The full survey required live streaming commerce users to respond to all the questions. Results: The study uncovered motivations for using live streaming commerce by finding information, entertainment, pass time, fashion/status and real time and perceived interactivity in the live streaming commerce. The results indicated motivation to use live streaming commerce positively influenced perceived interactivity. Perceived interactivity had positive effects on attitude toward brand. Attitude toward brand had positive effects on intention to use. Conclusions: Live streaming commerce is getting increasing attention from marketers because live streaming commerce has seamlessly integrated commerce, social activities, and hedonic factors. This study clarifies motivations and perceived interactivity in the live streaming commerce context. The study uncovers the relationships between motivations, perceived interactivity, attitude, and intention to use that contributes to the theoretical foundation and practical implications for marketing and management in the live streaming commerce context. Specifically, the study develops the theoretical contributions to perceived interactivity in the in the live streaming commerce context. The results also contribute to the practical implications for new marketing strategies that provides dynamic real-time interaction, exact information, and social and hedonic factors to attract consumers to indulge in the consumption processes. Marketing practitioners will obtain insights that can help them develop and manage brand strategies by understanding the influence of motivation and perceived interactivity in the live commerce context, which offers opportunities for contactless marketing and management.