• 제목/요약/키워드: user' behavior

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A Study of the Influence of Consumer's Decision Making Process in Internet Shopping of Clothing Product Using Virtual Reality(Web3D) (가상현실(웹3D)을 이용한 인터넷 의류제품 쇼핑몰이 소비자 구매의사결정단계에 미치는 영향에 관한 연구)

  • Sung, Jung-Hwan;Sung, Hee-Won
    • Archives of design research
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    • v.17 no.4
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    • pp.289-298
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    • 2004
  • The development of the Internet has influenced consumers' information search process and purchase behaviors. The environmental changes and consumers' lifestyle changes have stimulated them to use the Internet shopping mall. However, people used to shop the low-involvement product rather than high-involvement product such as clothing product at the internet shopping mall due to the subjects' perceived risks or product characteristics. The purpose of this study is to examine the differences of consumers' attitudes toward the two types of apparel internet shopping mall. With compared to the existing shopping mall, this study generated Web3D internet shopping mall by designing Abata, representing the user's body figure. The changes of respondents' attitudes toward the internet shopping mall and purchase intentions would provide the possibility and future direction of the Web3D internet shopping. Recommendations and future research were also discussed.

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A Study on Landscape Characteristics of the Ratreating Villa Sosewon Garden though a Woodcut of Sosewon Garden and the analysis of the Kim, In Hu's 48 Poems (소쇄원 목판본과 김린후의 소쇄원사십팔영 시문분석을 통한 별서 소쇄원의 경관특성에 관한 연구)

  • Kim, Hyun;Kim, Yong-Ki
    • Journal of the Korean Institute of Landscape Architecture
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    • v.21 no.3
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    • pp.11-19
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    • 1993
  • This study was intended to clarify the landscape characteristics of the Sosewon Gaden through interpreting the Kim, In Hu's 48 poems(in Chinese characters) which clearly represented the landscape image of th user about this garden by selecting the cultural position of how then the users of the garden interpreted and manipulated its landscape rather than the scientific position. The following were the results from the analysis and review of the review of the woodcut and the 48 poems through names and scenic element. 1. When analyzing the names, those names due to the human experience were the most. This revealed that sensitive perception and experience was emphasized in the garden life. 2. It was important that can be experienced as nature and human beings come in contact each other at stream. 3. The landscape of the Sosewon Garden empasized not only the elements of the form and their combination but also on the unusual experience of human behavior and climatic element. The elements of the form which was recognized as the subject of poet was regarded as the cultural one of this garden and had an ideological background to convey the meaning of the landscape. 4. The Sosewon Garden was divided into four characteristic spaces as it is considered in terms of the sense of place represented in the 48 poems; the approach space, the space for poetic recital, the ideal space, and the space of pleasure.

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A Study on the Construction of CIS(Cooperative Information System) based on CBD (CBD 기반의 CIS 구성에 관한 연구)

  • Kim, Haeng-Gon;Sin, Ho-Jun
    • The KIPS Transactions:PartD
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    • v.8D no.6
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    • pp.715-722
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    • 2001
  • In recent years, we recognize a new paradigm in the development process:From object oriented development, to the development process which has focused on the use of standard components. In recent years a lot of research related to the component-based development has been done, especially in business domain. but still there are many open and unresolved problems in this area. such as established development process for a distributed environment, formal process, infrastructure for COTS, development and management tool considering maintenance to guarantee a proper treatment of components. It also required a service and an application integration for component. In this paper, we propose cooperative information systems (CIS) that supports component based development. It must address for component based systems to achieve their full potential. We identify a set of CIS organized 3-tier which is a presentation layer, business logic layer and data control layer. We also discuss the specific roles and activities for the layers. we also define the behavior and managed information for business logic layer as core level. As an illustration of the CIS, we present a successful considerations which is widely helpful to user when they make decision in component development and assemble. Also, we expect to component reusability and efficiency in business domain.

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Developing and Applying Environmental Education Learning Modules Using Goal-Based Scenario (목표기반시나리오를 활용한 환경교육 교수·학습모듈의 개발과 적용)

  • Kim, Minsung;Yoo, Soojin
    • Journal of the Korean association of regional geographers
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    • v.22 no.2
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    • pp.466-482
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    • 2016
  • The purpose of this study is to develop learning modules for environmental education using goal-based scenarios and to examine their pedagogical benefits at the elementary educational level. To enhance environmental knowledge, skills, attitudes, and behavior, this research developed learning modules relevant to three sub-dimensions of environmental education: education about environment, education in environment, and education for environment. In particular, this study provided useful educational strategies based on students' everyday lives. The developed modules consisted of three parts: 1) acquiring knowledge concerning the cause of global warming, 2) practicing and internalizing environmental knowledge in students' everyday lives, and 3) extending and disseminating environmental knowledge and awareness to other people. After applying the modules, the students acquired knowledge regarding the causes of global warming through discussions with their peers, and furthermore, exercised pro-environmental behaviors in their everyday lives. Moreover, the participants created UCC to urge other people to act for environment.

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A Study on Remote Usability Test & Evaluation for Web Sites -with emphasis on the development of remote interaction observation & analysis software (웹사이트 원격 사용성 테스트에 관한 연구 - 원격 사용자 인터랙션 관찰 및 분석 도구의 개발을 중심으로)

  • 오기태;이건표
    • Archives of design research
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    • v.17 no.3
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    • pp.147-156
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    • 2004
  • Currently, usability tests for web sites with representative users are conducted in laboratory environment that disturbs subjects' natural behavior. These test methods are inefficient for tests that require large number of subjects, because experimenters and subjects should be located in the same place at the same time during the test. In this study, a remote usability test tool, called 'RIO' has been developed to cope with these laboratory-based experiment problems - the 'synchronism' and the 'unnatural environment'. The tool is separated into three parts: 'Project Manager', 'Remote Interaction Observer', and 'Interaction Analyzer'. 'Project Manager' sets up overall experimental parameters and actual tasks to be peformed by subjects. 'Remote Interaction Observer', endued with Microsoft Internet Explorer Control, is a modified Web Browser which records user interactions, screen images and elaborate browser events while subject performs given tasks. This module is distributed to subjects as an installable software package. When they finish all the tasks, the captured interaction data is compressed and sent to 'Interaction Data Server' automatically. 'Interaction Analyzer' visualizes interaction data from the 'Interaction Data Server'. It also generates project-scope statistics which facilitate discovering peculiar cases among interaction submissions.

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Analysis of Passenger Flows in the Subway Transportation Network of the Metropolitan Seoul (서울 수도권 지하철 교통망에서 승객 흐름의 분석)

  • Park, Jong-Soo;Lee, Keum-Sook
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.3
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    • pp.316-323
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    • 2010
  • We propose a method to find flows of transit users in the subway transportation network of the metropolitan Seoul and analyze the passenger flows on some central links of the network. The transportation network consists of vertices for subway stops, edges for links between two adjacent subway stops, and flows on the edges' Each subway transit user makes a passenger flow along edges of the shortest path from the origin stop to the destination stop in his trip. In this paper, we have developed a new algorithm to find the passenger flow of each link in the subway network from a large trip-transaction database of subway transit users. We have applied the algorithm to find the passenger flows from one day database of about 5 million transactions by the subway transit users. As results of the experiments, the travel behavior on 4 central subway links is analyzed in passenger flows and top 10 flows among all subway links are explained in a table.

A Study on Proposing of Evaluation Factors for Educational Adequacy of Elementary School Facility (초등학교시설의 교육 지원성 평가요소 제안에 대한 연구)

  • Lee, Hyun-Joo
    • Korean Institute of Interior Design Journal
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    • v.17 no.3
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    • pp.15-22
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    • 2008
  • The purpose of this study is to propose evaluation factors for elementary school facility in terms of educational adequacy. The focal point of this study is to clarify the proper measure of educational facility evaluation in the light of specific characteristics of facility. In order to improve the level of educational adequacy, more information is needed regarding school facility design and various factors which affect to the design. This is important works because such information is essential in implementing facility design to meet the needs of the new educational policy. To get the goal, first, it is attempted to analyse the meaning of design information which deeply affect on the school facility design. The design information is classified into three main aspects, such as human aspect, social aspect and physical aspect. The design information regarding the physical space verses human psychology and behavior belongs to category of human aspect. Pedagogic ideology which varies depend upon the time and regions is classified into the category of social aspect. The Physical aspect means efficient equipment performance of space to support educational activities effectively. Secondly, as for the educational adequacy evaluation concern, it is attempted to select more items which usually has been neglected by the existing evaluation criteria which mainly emphasized functional performances only. With the premise of the above, in this paper, it is attempted to propose proper evaluation factors in terms of educational adequacy for school facilities. As the research methods, researching of literature on this subject, field trip, interview, site analysis, and survey is used.

Using Image Visualization Based Malware Detection Techniques for Customer Churn Prediction in Online Games (악성코드의 이미지 시각화 탐지 기법을 적용한 온라인 게임상에서의 이탈 유저 탐지 모델)

  • Yim, Ha-bin;Kim, Huy-kang;Kim, Seung-joo
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.6
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    • pp.1431-1439
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    • 2017
  • In the security field, log analysis is important to detect malware or abnormal behavior. Recently, image visualization techniques for malware dectection becomes to a major part of security. These techniques can also be used in online games. Users can leave a game when they felt bad experience from game bot, automatic hunting programs, malicious code, etc. This churning can damage online game's profit and longevity of service if game operators cannot detect this kind of events in time. In this paper, we propose a new technique of PNG image conversion based churn prediction to improve the efficiency of data analysis for the first. By using this log compression technique, we can reduce the size of log files by 52,849 times smaller and increase the analysis speed without features analysis. Second, we apply data mining technique to predict user's churn with a real dataset from Blade & Soul developed by NCSoft. As a result, we can identify potential churners with a high accuracy of 97%.

Group Behavior Pattern Analysis with respect to Playing Loyalty among Blade & Sole Game Users (충성도에 따른 블레이드 앤 소울 게임의 사용자 그룹 행동 패턴 분석)

  • Chung, Ji-in;Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.10
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    • pp.1340-1346
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    • 2018
  • There have been researches on game continuance intention based on consumer behaviour theory of management science. Such macro access of computer game analysis might be insufficient to draw valuable results due to complex subsystem structure of recent computer games. In this paper, we choose 'Blade and Soul' game that was first published in 2012 and has been within top 20 MMORPG in Korea but known as a 'long time users' only game'among game players recently. Three user groups - long loyalty, concentrated, casual - are classified based on their play history and play time per day of Blade and Soul. The first survey with 222 subjects revealed that the real strength of the game was not the combat - Dungeon, Arena, Battleground competition - but very cohesive game community Blade and Soul has. Thus, we conduct another survey on the game community issues among 148 long time users (over 3 years playing history) and analyze their traits and behaviour patterns.

Effective Korean Speech-act Classification Using the Classification Priority Application and a Post-correction Rules (분류 우선순위 적용과 후보정 규칙을 이용한 효과적인 한국어 화행 분류)

  • Song, Namhoon;Bae, Kyoungman;Ko, Youngjoong
    • Journal of KIISE
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    • v.43 no.1
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    • pp.80-86
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    • 2016
  • A speech-act is a behavior intended by users in an utterance. Speech-act classification is important in a dialogue system. The machine learning and rule-based methods have mainly been used for speech-act classification. In this paper, we propose a speech-act classification method based on the combination of support vector machine (SVM) and transformation-based learning (TBL). The user's utterance is first classified by SVM that is preferentially applied to categories with a low utterance rate in training data. Next, when an utterance has negative scores throughout the whole of the categories, the utterance is applied to the correction phase by rules. The results from our method were higher performance over the baseline system long with error-reduction.