• Title/Summary/Keyword: user' behavior

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Behavior Generation System of Context-aware Augmented Reality Agent for Realistic Activation of agent's behavior (사실적 행동 활성화를 위한 컨텍스트 인식 증강현실 에이전트의 행동생성 시스템)

  • Shin, Hun-Yong;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.579-582
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    • 2009
  • With the aid of the increasing interests of Context-aware Augmented Reality Agent (AR Agent), various researches of AR Agent have been performed to explore the possibility of the agent as novel interface and the entity responding autonomously by user's input. However, in previous works, AR Agents are lack of specific method for using various contextual information. To revolve around those problems, we propose the Behavior Generation System for Context-aware AR Agent using layered architecture. Based on Belief-Desire-Intention (BDI) model and Hierarchical Task Network (HTN) searching, the sequence of agent behavior has been selected in behavior planning layer. Then, the agent evaluates appropriateness of behaviors using previous behavior and the type of input before activation. This behavior generation system can be applied for edutainment, game, and assistant agent, which need intuitive and effective behaviors to convey information. Through this research, we expect that the Context-aware AR Agent could support for not only information delivery, but also the capability of effective communication for user.

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Using a Grounded Theory Approach for Understanding Multichannel Users' Crossover Shopping Behavior (근거이론을 활용한 멀티채널 사용자의 크로스오버 쇼핑행동 이해 )

  • Sang-Cheol Park;Woong-Kyu Lee
    • Information Systems Review
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    • v.19 no.3
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    • pp.179-199
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    • 2017
  • As users' cross-over shopping behaviors become more popular, many studies have attempted to describe a theoretical mechanism in multichannel environments. Apart from explaining a simplified multichannel user behavior, relevant researchers must deeply understand the mechanism of users' cross-over shopping behavior, which cannot be discovered by employing either existing theories or traditional research methods. Thus, this study explores why, how, and when users conduct cross-over shopping behaviors in multichannel environments by employing a grounded theory approach. In this study, we have interviewed 25 participants who have prior experiences in cross-over shopping. By analyzing the interview manuscripts using the grounded theory approach, we have extracted 118 codes in the coding steps and ultimately presented 28 categories by incorporating similar concepts from those codes. In this qualitative grounded theory study, we have discussed why, how, and when users do cross-over shopping behavior based on our selected codes and categories as well as by listening to the stories of our interviewees. By grounding our proposed framework, which can capture both dynamic information search and purchasing behavior, this study provides an alternative research approach to explain user behavior, thereby bolstering our current understanding of the cross-over shopping behavior of users in multichannel environments.

Design Evaluation of Portable Electronic Products Using AR-Based Interaction and Simulation (증강현실 기반 상호작용과 시뮬레이션을 이용한 휴대용 전자제품의 설계품평)

  • Park, Hyung-Jun;Moon, Hee-Cheol
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.3
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    • pp.209-216
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    • 2008
  • This paper presents a novel approach to design evaluation of portable consumer electronic (PCE) products using augmented reality (AR) based tangible interaction and functional behavior simulation. In the approach, the realistic visualization is acquired by overlaying the rendered image of a PCE product on the real world environment in real-time using computer vision based augmented reality. For tangible user interaction in an AR environment, the user creates input events by touching specified regions of the product-type tangible object with the pointer-type tangible object. For functional behavior simulation, we adopt state transition methodology to capture the functional behavior of the product into a markup language-based information model, and build a finite state machine (FSM) to controls the transition between states of the product based on the information model. The FSM is combined with AR-based tangible objects whose operation in the AR environment facilitates the realistic visualization and functional simulation of the product, and thus realizes faster product design and development. Based on the proposed approach, a product design evaluation system has been developed and applied for the design evaluation of various PCE products with highly encouraging feedbacks from users.

New Information Behavior Model: Life Paradigm Based (생명 패러다임 정보행태모델)

  • Lee, Hyuk-Jin
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.27 no.1
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    • pp.217-235
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    • 2016
  • Humanities academia and scientific community have been fused together in 21st centurty and it creates new theories and models. Among them, the embodied cognition theory has received attention in several related fields. This study reviews the major metatheories in information user behavior with their limitations. Then, "Life paradigm information behavior model" is suggested as a new theory, which communsurates with new era's request, introducing the embodied cognition theory and the entropy concept. By overcoming the limitations of individual approach to the information retrieval and user behaviors, we expect the discourse of the new integrated information retrieval paradigm.

Consideration for cognitive effects in smart environments for effective UXD(User eXperience Design) (스마트환경의 효과적인 UXD를 위한 인지작용 고찰)

  • Lee, Chang Wook;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.397-405
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    • 2013
  • The development of the technology of the 21st century, wireless Internet technology development in smart environments, was rapidly settled. In such an environment, the user is faced with many smart devices and smart content. This study is the analysis of the smart environment and smart devices, and user-to-user cognitive out about the effects reported. Cognitive effects observed behavior, technology, and user-centered system design, and plays a very important role to play in educating the users. And theoretical consideration about the UX (User eXperience) and UXD (User eXperience Design), by case analysis on the technical aspects of 'effective' visual aspect of interoperation aspects (interaction), and the cognitive effects of UXD (User eXperience Design) examined. As a result, on the visual aspects of the user experience based on the design that can be used to know, and be sound or through interaction with the user of the machine-to-machine interaction (and interaction) that must be provided, such as location-based or speech recognition technology will help you through the convenience of the user. Through this research, the smart environment and helping act of understanding, effective UXD (User eXperience Design) to take advantage of to help.

Undergraduate Nursing Students' User Satisfaction and Affective Experiences of Collaborative Information Behavior (간호학과 학생들의 협동적 정보행태에 대한 만족도와 정서적 경험에 관한 연구)

  • Lee, Jisu;Na, Kyoungsik
    • Journal of the Korean Society for Library and Information Science
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    • v.48 no.3
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    • pp.193-215
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    • 2014
  • This study examines undergraduate nursing students' user satisfaction and affective experience of collaborative information behavior in a group-based learning through survey method to see the relationship between these factors. For this purpose, the affective experiences (positive and negative aspects) of collaborative information search were examined using the PANAS scale through the same questionnaire. Correlation between students' experiences of collaborative information search and affective aspects were examined, and statistical significance using the t-test were also conducted to measure the relationship among students' demographic factors, experiences of collaborative information search and affective aspects. The results revealed that there was a significant correlation between experiences of collaborative information search and affective aspects. Also, there were significant relationships among students' demographic factors, experiences of collaborative information search and affective aspects. In particular, there were signigicant differences in students' overall satisfaction of collaboration and positive aspects between male and female students who experienced collaborative information search. This study found out the possibilities for a follow-up study for affective aspects in collaborative information behavior.

Analysis on Residents Behavior and Determinants of Satisfaction to the Exterior Space in High-rise Apartment complex. (도시 고층아파트단지 주거민의 외부공간 이용행태 및 만족요인 분석)

  • 이현택;이철희
    • Journal of the Korean Institute of Landscape Architecture
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    • v.18 no.2
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    • pp.79-93
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    • 1990
  • The purpose of this study is to establish better residential environment in APT. complex. In this study, the actual conditions of exterior space, user behavior and degree of satisfaction are investigated and analyzed on the 5 high-rise story APT complex in Taegu city. The results of this study were as follow ; The size and arrangement of organizational elemnnt to exterior space in APT. complex have been regulated by law and regulations as the buildings coverage and floor space index, but housinghold and accessibility to the racility will be simultaneously considered to raise Quality of the residential environoment. The main user behavior to exterior space in APT. complex was practical activity and the user behavior pattern by week and among APT. complex were found similiarly. In the ratio of use to exterior space in APT. Complex, that of high-rise residents were lower than that of lowrise residents. In the degree of satisfaction by property of variables to exterior environment In APT. comples, physical of buildings, social - psychologic, managerial economical, physical property of exterior space were estimated positively, but properly of facility were estimated negatively. The degee of satisfaction to exterior environment in APT. complex was highly Influenced by green space, site size. As a result of ractor analysis, the four factors were drawn out from exterior environment in APT. complex. and the factors that have an effect on the degree of residents' satisfaction by factorscore were found in the order of importance as fallow ; managemental, physical, environmental, organizalional factor. Therefore, devilopment of APT. complex should be considered in a view of environmental psychology according to physical organization for used in the future. It is recommended that this problems should be necessitated to be more deeply studies in the future.

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A Study on Comics Library User's Behavioral Intention Based on the Extended Theory of Planned Behavior (확장된 계획행동이론을 활용한 만화 도서관 이용자의 행동의도 연구)

  • Kim, Ji-Hyun
    • Journal of the Korean Society for information Management
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    • v.34 no.1
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    • pp.291-316
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    • 2017
  • The purpose of this study was to examine comics library user's behavioral intention using the extended theory of planned behavior. In order to verify the effects of variables, such extended variables as comics likeability and service factor were added to such basic variables of the theory of planned behavior as subjective norm, attitude and behavioral control. Study findings are as follows: user's attitude had the biggest effects on their behavioral intention of reuse of Comics Library, and it was followed by subjective norm, service quality and perceived behavioral control, in order. Comics likeability exceptionally had no direct effects on behavioral intention, but it had indirect effects via the mediation of attitude, subjective norm and perceived behavioral control. And second, comics likeability and service quality had power of explanation for such basic variables as attitude, subjective norm and perceived behavioral control, respectively, thus verifying their effects on behavioral intention as extended variables.