• 제목/요약/키워드: information behavior model

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디지털콘텐츠 불법복제 행동에 관한 연구 (An Empirical Study of the Piracy Behavior on Digital Content)

  • 장향란;심민우;김광용
    • 한국IT서비스학회지
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    • 제9권4호
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    • pp.37-55
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    • 2010
  • Digital content piracy has been shown to be an emerging societal problem, However, Studies on digital content piracy are very limited. In this paper, we try to find whether Theory of Planned Behavior(TPB) can explain the online digital content piracy in China. In addition to the finding of TPB's usefulness, We also examine the cross-cultural differences between Korea and China in behavior towards online digital content piracy. we argue that cultural factors moderate the strength of the relationships in the TPB model in online digital content piracy. we use a theoretical model of behavior based on the framework of the TPB( Theory of Planned Behavior) and Hofstede's national cultural dimensions. Our results indicate that the general TPB(Theory of Planned Behavior) model of software piracy is broadly applicable to digital content piracy in China. Our findings also show that most of the hypothesized moderating effects of national cultural factors were found to be significant.

형태, 기능, 행위를 고려한 가상현실 객체 재사용 (VR Object Reuse based on Form, Function and Behavior)

  • 김덕남;김정현
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2001년도 가을 학술발표논문집 Vol.28 No.2 (2)
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    • pp.532-534
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    • 2001
  • Code and object reuse is big concern for fast and efficient Virtual Reality (VR) system development. Many VR packages offer reasonably nice abstractions for various functionalities. That is, software reuse at the functional level is well practiced. Many geometry models are rarely used for main \"characters\" but mostly for incidental and decorative objects. This is because the main \"character\" objects usually exhibit certain behavior incompatible with the way the geometric model is organized. Kim has made a clear distinction between form, function and behavior[1]. This naturally lends to a reuse method at the level form, function and behavior.nction and behavior.

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A Computer Model for Simulating the Bicycle Rider's Behavior in a Virtual Riding System

  • Ding, Wei-long;Ding, Xiao;Chen, Kai;Wan, Zang-xin;Xu, Yan;Feng, Yuan-jing
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권3호
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    • pp.1026-1042
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    • 2020
  • People are increasingly demanding to experience realistic behavior of virtual characters in computer games. In this article, we build a computer model for simulating a bicycle rider's behavior in a virtual riding system. A method to calculate the speed of a bicycle rider is proposed to improve the reality in a virtual riding system. In this method, the property of physical energy is introduced, and the bicycle-riding speed is calculated in real time according to the relationship between the rider's physical energy and bicycle-riding speed. Then based on the analysis of the behavior of a cyclist in a real competition, various behaviors of the virtual rider are designed and a behavior-tree for the virtual bicycle rider is constructed accordingly. On the basis of these, a virtual riding system is developed. The experiments results show that our system can simulate the behavior of a virtual bicycle rider, and thus encourage exercise on a stationary bicycle.

Natural-Language-Based Robot Action Control Using a Hierarchical Behavior Model

  • Ahn, Hyunsik;Ko, Hyun-Bum
    • IEIE Transactions on Smart Processing and Computing
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    • 제1권3호
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    • pp.192-200
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    • 2012
  • In order for humans and robots to interact in daily life, robots need to understand human speech and link it to their actions. This paper proposes a hierarchical behavior model for robot action control using natural language commands. The model, which consists of episodes, primitive actions and atomic functions, uses a sentential cognitive system that includes multiple modules for perception, action, reasoning and memory. Human speech commands are translated to sentences with a natural language processor that are syntactically parsed. A semantic parsing procedure was applied to human speech by analyzing the verbs and phrases of the sentences and linking them to the cognitive information. The cognitive system performed according to the hierarchical behavior model, which consists of episodes, primitive actions and atomic functions, which are implemented in the system. In the experiments, a possible episode, "Water the pot," was tested and its feasibility was evaluated.

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Towards to realization of adaptive individual life support system

  • Matsumoto, T.;Ohtsuka, H.;Shibasato, K.;Shimada, Y.;Kawaji, S.
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2003년도 ICCAS
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    • pp.1525-1530
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    • 2003
  • In this paper, a model of adaptive individual life support system is proposed from the viewpoint of cybernetics. This model is derived based on the relation between human behavior and human action, static and dynamic in processing speed, and abstract/concrete. In applications, task and information of human which includes in this system analyzed by paying attention to cybernetics. This paper shows a few actual example of modeling by fundamental adaptive individual life support model such as medical diagnosis, health care and education support. Finally as an example, design and implementation are concretely carried out for health care support system. This is also a method to design a information support system which is involved in human.

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확장된 목표지향적 행동모델을 적용한 소비자 불매운동의도에 대한 영향요인 연구 (A Study on Influencing Factors on Consumer Boycott intention by Applying Extended Model of Goal-Directed Behavior)

  • 장몽교;이승신;류미현
    • Human Ecology Research
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    • 제55권6호
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    • pp.675-687
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    • 2017
  • This study is to apply a goal-directed model for ethical consumption behavior and to see which factors influence consumers' boycott intention. We identify factors related to a goal-directed model for consumers, level of ethical consumption tendency, and boycott desire; in addition, factors that affect boycott intentions were also analyzed. The results of this study are as follows. First, consumers' boycott intentions are not high and public intention motivation is relatively low. Second, negative anticipated emotion shows an indirect effect with boycott desire as a mediator. Third, ethical consumption tendency has a significant effect on boycott desire and boycott intention. Therefore, we have to let consumers know that boycott actually shows a consumer's right and that it is also necessary to conduct various ethical consumption education.

Effects of ICT Device Ownership on Consumers' Digital Piracy Behavior

  • Sim, Hyeonbo;Kim, Minki;Moon, Junghoon
    • 한국정보시스템학회지:정보시스템연구
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    • 제23권4호
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    • pp.169-196
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    • 2014
  • This study investigates how information and communication technology (ICT) can damage intellectual property rights (IPR) in the movie industry. Utilizing a survey questionnaire to gather information about the extensive use of ICT devices, including tablet PCs and smartphones, we demonstrate how digital piracy behavior is associated with various socio-demographic characteristics. Econometrically, since a large number of people do not engage in piracy activities, we adopt a zero-inflated negative binomial model. We find that people with tablet PCs are more likely to engage in the piracy of movies from peer-to-peer (P2P) sites. In particular, when we categorize ICT devices based on whether they are portable and allow downloads, we find that people with devices equipped with both functions are most likely to engage in movie piracy.

운전자 행태를 고려한 VMS의 실시간 경로안내 정보제공에 관한 연구 (A Study on Providing Real-Time Route Guidance Information by Variable Massage Signs with Driver Behavior)

  • 이창우;정진혁
    • 대한교통학회지
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    • 제24권7호
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    • pp.65-79
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    • 2006
  • ITS 의 한 분야인 첨단교통정보체계 (ATIS: Advance Traveler Information System)는 운전자들에게 통행 전 (pre-trip). 통행 중 (en-route) 교통정보를 제공함으로서 운전자의 경로선택과정에 영향을 미쳐 도로망의 교통량 분산효과를 추구하는 시스템이다. 이중 도로상에서 운전자가 진행하는 방향에 대한 직접적인 정보를 제공하는 VMS 는 ATIS의 정보제공방안중 가장 효과적인 수단이 될 수 있다. 이러한 때 VMS의 정보제공목표는 단순현황정보만을 제공하는 운전자 편의측면과 교통수요를 관리하여 시스템의 성능을 증진시키는 시스템 제어측면으로 구분이 가능하다 하지만 보다 효율적인 도로전광표지의 정보제공을 위해서는 시스템제어 측면의 정보제공이 이루어져야 할 것이다 이러한 교통관리시스템(traffic management system)으로서 VMS 핵심적인 관리전략은 혼잡 (traffic congestion) 또는 돌발 상황(incident)발생 시 지체 (delay)를 최소하기 위한 교통우회전략(Traffic Diversion Strategy)이라 할 수 있다 이를 효과적으로 운영하기 위해서는 첫째, 교통상황 (network traffic condition)에 따라 적정한 우회교통량 (diversion traffic volume) 의 산정이 선행되어야 하고 둘째, 이러한 우회교통량을 제어하기 위해서는 VMS 정보내용 (VMS massage contents)에 따른 운전자의 행태(driver response behavior)가 반영된 정보제공전략 (providing information strategy)이 수립되어야 한다. 이에 본 연구에서는 돌발 상황 발생에 의해 혼잡이 야기될 때 VMS 실시간 경로안내 정보제공에 대해 초점을 맞추었다 이를 위해 첫째로, CA(Cellular Automata) 기반 교통류 사율레이션을 모형을 이용뼈 통행시간 및 대기행렬의 변화가 반영된 시간대별 시스템 최적경로 전환율을 산정하였다. 둘째로, 이항로짓 모형을 이용하여 운영자가 제어할 수 있는 정보특성에 대한 경로전환행태 모형 (route choice behavior model) 을 만들었다 마지막으로 시스템 최적상태 (system Optimum)의 달성을 위한 VMS의 시간대별 정보내용 및 강도를 결정하였다.

A study for finding human non-habitual behavior in daily life

  • Shimada, Yasuyuki;Matsumoto, Tsutomu;Kawaji, Shigeyasu
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2003년도 ICCAS
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    • pp.491-496
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    • 2003
  • This paper proposes modeling of human behavior and a method of finding irregular human behavior. At first, human behavior model is proposed by paying attention to habitual human behavior at home. Generally, it is difficult to obtain the information of individual life pattern because of high cost for setting sensors such as cameras to observe human action. Therefore we capture turning on/off consumer electronic equipments as actual human behavior action, where some or many consumer electric equipments were used such as television, room light, video and so on in our daily life. Noting that are some relations between turning on/off those consumer electric equipments and our action, we proposes how to construct a human behavior knowledge by analyzing human behavior based on observation of human habitual life. Also an algorithm to identify on find irregular behavior different from habitual life behavior are described. Finally, the significance of the proposed method is shown by some experimental results.

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Research on the Impact of the Network Marketing Strategy on Enterprise Performance of Artistic Products - Centered on Consumers' Impulsive and Repeated Purchasing Behaviors

  • Du, Mingzhe
    • 한국컴퓨터정보학회논문지
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    • 제24권8호
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    • pp.159-166
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    • 2019
  • In this paper, we propose takes network marketing as a starting point for analysis, uses the theory of purchasing behavior and enterprise performance to analyze the network marketing strategy of artistic products, incorporates the practical problems encountered by some artistic products enterprises in Zhejiang Province in network marketing into theoretical research. The theoretical model of network marketing strategy acting on enterprise performance through the intermediary effect of purchasing behavior is constructed. This paper conducted an in-depth survey of three representative core domestic companies engaged in Internet marketing of artistic products, and analyzed the questionnaires of 357 respondents. The initial model was verified by statistical tools such as SPSS and AMOS, and three conclusions were drawn: Firstly, network marketing strategies of different dimensions have different effects on purchasing behavior: pricing strategy and product strategy have significant positive effects on impulse purchasing behavior, but channel strategy has no significant impact on impulse purchasing behavior; Channel strategy and product strategy have a significant positive impact on repeated purchasing behavior, but pricing strategy has no significant impact on repeated purchasing behavior. Second, user purchasing behavior has a significant positive impact on enterprise performance. Third, network marketing strategies of different dimensions have significant direct and positive impact on enterprise performance.