• 제목/요약/키워드: preference of user group

검색결과 96건 처리시간 0.025초

터치스크린 컴퓨터를 이용한 천식 특이형 삶의 질 측정 (Computerized Measurement for Asthma-Specific Quality of Life: Comparison with a Conventional Paper-and-Pencil Questionnaire)

  • 이은현
    • 대한간호학회지
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    • 제39권6호
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    • pp.781-787
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    • 2009
  • Purpose: The purpose of this study was to evaluate a computerized touch-screen version of the asthma-specific quality-of-life (cA-QOL) questionnaire against the conventional paper-and-pencil version (pA-QOL) for equivalence, time for completion, user preference, and ease of use. Methods: A total of 261 patients were recruited. A randomized cross-over design was used. Patients in group A completed the cA-QOL first while waiting to see a physician, and completed the pAQOL version after seeing the physician. Patients allocated in group B completed these questionnaires in the reverse order. The patients were asked questions about user preference and ease of use of the cA-QOL. The time taken to complete both versions of the questionnaire was measured. Results: Weighted kappa coefficients of all items showed almost perfect agreement. The time required to complete the pA-QOL is faster than the time for cA-QOL. The patients who preferred the cA-QOL were 37.5%, while those who preferred the pA-QOL were 29.9%. Most patients reported that the cA-QOL was "easy" or "very easy" to complete. Conclusion: The cA-QOL is the computerized equivalent of the pA-QOL. The findings herein demonstrate that the cA-QOL can be helpful to nurses in busy practices for assessing, collecting, and evaluating their patients' health related quality of life.

Research on the Uses and Gratifications of Tiktok (Douyin short video)

  • Yaqi, Zhou;Lee, Jong-Yoon;Liu, Shanshan
    • International Journal of Contents
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    • 제17권1호
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    • pp.37-53
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    • 2021
  • With the advent of the 5G era, smart phones and communications network technology have progressed, and mobile short video of people's life can be made, Of the new tools of communication, at present, China's social short video industry has shown rapid development, and the most representative of the short video app is Douyin (international version: Tiktok). Under the background of Uses and Gratifications Theory, this study discusse the relationship between Douyin users' preference degree, use motivation, use satisfaction and attention intention. This study divides the content of Douyin video into 10 categories, selects the form of an online questionnaire survey, uses SPSS software to conduct quantitative analysis of 202 questionnaires after screening, and finally draws the following conclusions: (1) The content preference degree of Douyin short video (the high group and low group) is different in users' use motivation, users' satisfaction degree and users' attention intention. ALL results are within the range of statistical significance.(2) Douyin users' video content preference degree has a positive impact on users' use motivation, users' satisfaction degree, and users' attention intention. (3) Douyin users' motivation has a positive impact on users' satisfaction and user' attention intention. (4) Douyin users' satisfaction degree has a positive impact on users' attention intention. Based on the research results, we suggest that Douyin platform pushes videos according to users' preferences. In addition, as the preference degree has an impact on users' motivation, satisfaction degree and attention intention of using the platform, it is important that the platform's focus should to pay attention to the preference degree of users. Collecting users' preferences at the early stage of users' entering the platform is a good way to learn from, and doing a good job of big data collection and management in the later operation.

스마트폰중독 대학생의 자기효능감과 스트레스 대처전략에 관한 연구 (A Study on Sense of Self-efficacy and Stress Encountering Strategy of Smart-phone Addicted University Students)

  • 백유미
    • 디지털산업정보학회논문지
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    • 제13권1호
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    • pp.173-183
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    • 2017
  • The purpose of this study is to find out the difference of sense of self-efficacy and stress encountering strategy of university students under the stress situation depending on the smart-phone user group (addiction group, general user group). For this purpose, the study issues are established as follows. First, it has analyzed what is the correlation of smart-phone addiction, sense of self-efficacy, and stress encountering strategy. Second, it has studied if there is any difference of sense of self-efficacy and stress encountering strategy for the smart-phone user group. In order to verify such study issues, For 1,670 university students in the Chungcheong area, smart-phone addiction scale, sense of self-efficacy scale, and stress encountering method scale were administered. Looking into the study result, first, as a result of the relativity analysis, it displayed the correlation of preference of test difficulty, self-control efficacy and important negative from the smart-phone addiction and sense of self-efficacy. In addition, all sub-variables of smart-phone addiction and avoidance orientation from the stress encountering strategy displayed the important positive correlation, and from the smart-phone addiction, the virtual world orientation and pursuit of social-support displayed the important negative correlations, and all sub-variables (interference with ordinary living, virtual world striving direction, withdrawal, resistance) of smart-phone addiction and problem solving-orientation displayed the negative correlation. Second, as a result of verification for the difference of the smart-phone addiction group and general use group following the sense of self-efficacy, the general use group is shown to have higher self-control efficacy sense than the addiction group. And third, as a result of verifying the difference of stress encountering following the smart-phone addiction group and general use group, the addiction group is shown to be lower than the general use group in terms of social support pursuit and problem solution orientation with the avoidance orientation shown to be higher. This type of result is expected to provide the base data when developing the smart-phone addiction preventive education program by finding out in details for the characteristics of smart-phone addiction group for university students.

동적 사용자 프로필 및 협업 필터링을 이용한 소셜 네트워크 그룹 추천 (Social Network Group Recommendation Using Dynamic User Profiles and Collaborative Filtering)

  • 양희태;차재홍;안민제;임종태;이하;복경수;유재수
    • 한국콘텐츠학회논문지
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    • 제13권11호
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    • pp.11-20
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    • 2013
  • 최근 SNS(Social Network Service)의 사용이 급격히 증가함에 따라 추천 기법에 대한 연구가 활발히 진행되고 있다. 추천 기법은 사용자들이 좋아하거나 필요할만한 다양한 서비스들을 실시간으로 제공하는 기법이다. 그 중 그룹 추천은 사용자의 성향 정보를 기반으로 적합한 그룹을 제공해 주는 기법이다. 본 논문에서는 소셜 네트워크 환경에서 사용자 프로필 및 협업 필터링을 이용한 그룹 추천 기법을 제안한다. 제안하는 기법은 사용자의 최근 그룹 활동 정보를 수집하여 프로필 정보를 갱신하기 때문에 기존의 정적프로필 기반의 그룹 추천 기법의 최근 사용자의 성향을 고려하지 못하는 문제점을 해결한다. 또한, 협업 필터링을 통해 그룹 내 자신의 성향과 비슷한 사용자들의 프로필 데이터를 활용하여 그룹을 추천함으로써 사용자에게 좀 더 다양한 그룹을 제공한다. 성능 평가 결과 제안하는 기법이 기존 기법에 비해 사용자의 변화하는 성향이 충분히 반영된 다양한 그룹 추천이 이루어지는 것을 확인 할 수 있었다.

공공도서관의 실내현황 및 사용자 만족도에 관한 연구 (A Study on the Interior Conditions of Public Libraries and Satisfaction of User)

  • 장아리;손여림;황연숙
    • 한국실내디자인학회논문집
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    • 제17권4호
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    • pp.75-83
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    • 2008
  • This study examined the various functions of public libraries, as well as user satisfaction and needs. We targeted 6 public libraries in the Seoul and Gyunggi area. After 280 library users were surveyed, the collected data were analyzed with an SPSS for Win 14.0 statistics program, where we used frequency, percentage, mean, T-test, One-way ANOVA, and Duncan's test. The major findings were as follows: 1) Half of the users used educational functional space, mainly in the 10-20 age group, who used it for educational purposes as a student or to prepare for getting a job. 2) There were gaps between the furniture arrangement and user preference since most libraries used a rigid system while users preferred a more flexible arrangement. 3) Space by space, public library satisfaction levels differed according to the users' gender and age. Satisfaction of the digital information room scored high, especially for users in their forties. Since public library users are diverse and require various functions, library interiors should be planned accordingly in terms of furniture arrangement and interior design. In particular, there was a gap between satisfaction by age groups, so libraries must account for community needs by considering the age group demographics of their surrounding areas.

시간 가중치와 가변형 K-means 기법을 이용한 개인화된 음악 추천 시스템 (A Personalized Music Recommendation System with a Time-weighted Clustering)

  • 김재광;윤태복;김동문;이지형
    • 한국지능시스템학회논문지
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    • 제19권4호
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    • pp.504-510
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    • 2009
  • 근래 들어 개인 적응형 서비스에 대한 관심이 높아지고 있으나 아직 음악에 관련된 서비스는 보편화되어 있지 않다. 그 이유는 음악의 관련 정보를 분석하는 것이 텍스트 기반의 자료에 비해 어렵기 때문이다. 이에 본 논문은 사용자가 선택했던 음악을 분석해서 사용자의 성향을 파악하고 그와 유사한 음악을 추천해주는 시스템을 제안한다. 음악의 속성을 추출하는 방법으로 음파 분석 기법을 사용한다. 음파에서 세 가지의 수치화된 속성을 추출하여 이를 특성 공간에 나타낸다. 이 때 사용자가 선택한 음악이 많이 모여 있는 군집을 분석한다면, 사용자의 취향을 파악할 수 있다. 하지만 몇 개의 군집이 형성될 것인지를 예측하기란 쉽지 않다. 이를 해결하기 위하여 군집의 수를 상황에 따라 유동적으로 변경할 수 있는 가변형 K-means 기법을 제시한다. 이 기법은 군집의 직경 크기를 제한하여, 일정치 이상일 때 군집의 수를 늘리는 방법으로 데이터의 범위를 알고 있을 때 매우 효율적으로 적용할 수 있다. 이 방법을 이용하여 군집의 중심을 찾고 이와 가까운 음악을 추천한다. 또한 사용자의 성향은 꾸준하게 변화하므로 본 논문은 사용자가 근래에 선택한 음악의 반영 비율을 높이고자 무게의 개념을 이용한 시간 가중치 기법을 적용하였다. 그리고 음악의 발매 시기도 고려하여 음악을 추천하는 시스템을 제안한다. 제안 방법의 검증을 위하여 100개의 음악 조각을 통한 실험적 검증을 하였으며 그 결과 제안 방법이 효과적인 것을 보인다.

어린이도서관의 공간특성과 이용행태에 관한 이용자 인식조사 (Survey on the User's Recognition about Spatial Characteristics and User Behaviors in the Children's Library)

  • 강미희;홍현진
    • 정보관리학회지
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    • 제29권1호
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    • pp.253-277
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    • 2012
  • 이 연구의 목적은 어린이도서관의 공간특성과 이용자의 행위특성을 규명하고, 이용행태에 따른 공간특성의 선호도 차이를 실증 분석하는 것이다. 이를 위해 이 연구는 전국에 분포한 16개 어린이도서관을 표집기관으로 선정하고, 영유아, 저학년, 고학년 이용자를 대상으로 661부의 자료를 수집하여 분석하였다. 분석결과는 다음과 같다. 첫째, 공간특성과 이용자특성간의 관계에서 연령, 성별에 따른 차이가 있는 반면, 발달단계에 따른 차이는 없었다. 둘째, 공간특성과 이용행태와의 관계에서 차이가 나타났다. 구체적 내용은 다음과 같다. 방문목적: 독서목적의 이용자는 쾌적성과 편안함을 선호하는 반면 비독서목적의 이용자는 소통성과 영역성을 선호하였다. 방문형태: 단독방문보다 동반방문시 다양성, 편안함, 소통성을 더 선호하였다. 활동패턴: 동적활동의 이용자보다 정적활동의 이용자가 다양성을 더 선호하였다. 이용빈도: 방문횟수가 증가할수록 심미성, 역동성, 융통성, 휴식성, 소통성, 영역성에 대한 선호도는 증가하는 반면 안전성에 대한 선호도는 감소하였다. 체류시간: 체류시간이 길수록 다양성, 자존감, 편안함, 역동성, 융통성에 대한 선호도가 높았다.

한국군 전술컴퓨터의 인간공학적 메인버튼 설계 (User-interface Considerations for the Main Button Layout of the Tactical Computer for Korea Army)

  • 백승창;정의승;박성준
    • 대한인간공학회지
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    • 제28권4호
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    • pp.147-154
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    • 2009
  • The tactical computer is currently being developed and installed in armored vehicles and tanks for reinforcement. With the tactical computer, Korea Army will be able to grasp the deployment status of our forces, enemy, and obstacles under varying situations. Furthermore, it makes the exchange of command and tactical intelligence possible. Recent studies showed that the task performance is greatly affected by the user interface. The U.S. Army is now conducting user-centered evaluation tests based on C2 (Command & Control) to develop tactical intelligence machinery and tools. This study aims to classify and regroup subordinate menu functions according to the user-centered task performance for the Korea Army's tactical computer. Also, the research suggests an ergonomically sound layout and size of main touch buttons by considering human factors guidelines for button design. To achieve this goal, eight hierarchical subordinate menu functions are initially drawn through clustering analysis and then each group of menu functions was renamed. Based on the suggested menu structure, new location and size of the buttons were tested in terms of response time, number of error, and subjective preference by comparing them to existing ones. The result showed that the best performance was obtained when the number of buttons or functions was eight to conduct tactical missions. Also, the improved button size and location were suggested through the experiment. It was found in addition that the location and size of the buttons had interactions regarding the user's preference.

유비쿼터스 환경에서 연관규칙과 협업필터링을 이용한 상품그룹추천 (Product-group Recommendation based on Association Rule Mining and Collaborative Filtering in Ubiquitous Computing Environment)

  • 김재경;오희영;권오병
    • 한국IT서비스학회지
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    • 제6권2호
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    • pp.113-123
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    • 2007
  • In ubiquitous computing environment such as ubiquitous marketplace (u-market), there is a need of providing context-based personalization service while considering the nomadic user preference and corresponding requirements. To do so, the recommendation systems should deal with the tremendous amount of context data. Hence, the purpose of this paper is to propose a novel recommendation method which provides the products-group list of the customers in u-market based on the shopping intention and preferences. We have developed FREPIRS(FREquent Purchased Item-sets Recommendation Service), which makes recommendation listof product-group, not individual product. Collaborative filtering and apriori algorithm are adopted in FREPIRS to build product-group.

사용자 인지특성을 고려한 PDA아이콘 설계지침에 관한 연구 (A Study of PDAs Icon Design Guideline Considered User's Cognitive Human Factor)

  • 김상환;명노해
    • 대한산업공학회지
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    • 제30권4호
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    • pp.338-345
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    • 2004
  • Personal Digital Assistants (PDAs) have become ubiquitous and continued to gain popularity. Since PDAs have some special contexts such as mobility and limited screen size, icons are utilized frequently because icons allow us to do tasks more rapidly and effectively on PDAs like another information appliances. The study presents a cognitive approach to study human factors affecting icon design with multidimensional Scaling (MDS) analysis. In the experiment, a real PDA was used to investigate 29 attributes and2 preference ratings for 22 PDA icons by 20 Korean subjects. As a result, cognitive positioning about icons, attributes, and preference data were arranged on the two dimensional perceptual map. Attributes were grouped by simplicity, universality, activity, complexity, abstraction, static, and alphanumeric time. Subjects preferences were highly related with simplicity attributes group and positive to universality and activity attributes groups. It was also confirmed that there are some icons unfitted to the mental model of Korean. However, when icons are designed for PDAs or similar information appliances to Korean, it should be designed simply and actively with universal image fitted on target users mental model.