• Title/Summary/Keyword: user' behavior

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Spectrum Allocation and Service Control for Energy Saving Based on Large-Scale User Behavior Constraints in Heterogeneous Networks

  • Yang, Kun;Zhang, Xing;Wang, Shuo;Wang, Lin;Wang, Wenbo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.8
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    • pp.3529-3550
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    • 2016
  • In heterogeneous networks (HetNets), energy saving is vital for a sustainable network development. Many techniques, such as spectrum allocation, network planning, etc., are used to improve the network energy efficiency (EE). In this paper, micro BSs utilizing cell range expansion (CRE) and spectrum allocation are considered in multi-channel heterogeneous networks to improve EE. Hotspot region is assumed to be covered by micro BSs which can ensure that the hotspot capacity is greater than the average demand of hotspot users. The expressions of network energy efficiency are derived under shared, orthogonal and hybrid subchannel allocation schemes, respectively. Particle swarm optimization (PSO) algorithm is used to solve the optimal ratio of subchannel allocation in orthogonal and hybrid schemes. Based on the results of the optimal analysis, we propose three service control strategies on the basis of large-scale user behaviors, i.e., adjust micro cell rang expansion (AmCRE), adjust micro BSs density (AmBD) and adjust micro BSs transmit power (AmBTP). Both theoretical and simulation results show that using shared subchannel allocation scheme in AmBD strategies can obtain maximal EE with a very small area ratio. Using orthogonal subchannel allocation scheme in AmCRE strategies can obtain maximal EE when area ratio is larger. Using hybrid subchannel allocation scheme in AmCRE strategies can obtain maximal EE when area ratio is large enough. No matter which service control strategy is used, orthogonal spectrum scheme can obtain the maximal hotspot user rates.

A Study on the Characteristics and Differences of User Groups on Library Catalogs (도서관목록 이용자의 집단별 특성과 차이에 관한 연구)

  • Rho, Jee-Hyun
    • Journal of Korean Library and Information Science Society
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    • v.44 no.4
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    • pp.421-442
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    • 2013
  • The importance of users on library catalogs cannot be overemphasized. However little is verified about how well the users' needs have been met. The purpose of this research is to explore the characteristics and differences between user groups on library catalogs, and to draw implications for follow-up research. To the end, this research classified the users into four groups: elementary students, middle and high school students, college students, and the general public. Investigated are unique features and differences in searching behavior on library catalogs between the four groups. The data was collected through a survey with 544 users, and analyzed for both frequency test and Chi-square test. The major research results shows that there were statistically meaningful differences between the four groups. Also discussed are several suggestions for more in-depth research.

A Customized Tourism System Using Log Data on Hadoop (로그 데이터를 이용한 하둡기반 맞춤형 관광시스템)

  • Ya, Ding;Kim, Kang-Chul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.2
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    • pp.397-404
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    • 2018
  • As the usage of internet is increasing, a lot of user behavior are written in a log file and the researches and industries using the log files are getting activated recently. This paper uses the Hadoop based on open source distributed computing platform and proposes a customized tourism system by analyzing user behaviors in the log files. The proposed system uses Google Analytics to get user's log files from the website that users visit, and stores search terms extracted by MapReduce to HDFS. Also it gathers features about the sight-seeing places or cities which travelers want to tour from travel guide websites by Octopus application. It suggests the customized cities by matching the search terms and city features. NBP(next bit permutation) algorithm to rearrange the search terms and city features is used to increase the probability of matching. Some customized cities are suggested by analyzing log files for 39 users to show the performance of the proposed system.

A Study on the Analysis of Relational to Using Status and Connection with Space in Public Space of Platoon Kunsthalle (플래툰 쿤스트할레의 공공공간의 사용자현황 및 공간과의 관계 분석에 관한 연구)

  • Yi, Bo-Hyeon;Suh, Kuee-Sook
    • Korean Institute of Interior Design Journal
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    • v.20 no.5
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    • pp.217-225
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    • 2011
  • The meaning and role of public space has existed based on the periodical situation like history. The more the time has passed, the faster the meaning of it has changed. We can see the differences of it from the one which used to be. This study is about Platoon Kunsthalle which is so-called the complex cultural space. The purpose of this study is to show how the user is related to the program for the planning of the public space. It is based on the procedure of the research with absorbing the place. The people who are using the space are absorbed for knowing the user's action. And then, the specific actions are written and the status of the using space is photographed. The research is based on asking and answering about that. The result of this study is as follows : The first is that young people between 20's and 30's are using a hall comparing with other age through daily using of space and features of users. Also, Using between 7p.m. and 9p.m., a dinnertime, takes the first place and using of meals and beverages is major at lunch due to restaurant and bar. User behavior of "sitting" is the biggest part and the hall is used for the public purpose connected with "talking". The second is that the daily hall space is classified with the spacial area indirectly based on the condition. Also, it depends on the time and the using. The third is that the unusual hall space is depended on the program which is the role of leading the extention of using the space. That is why the program is important because it is effected directly to the way of using the space and the place of the furniture. I am looking forward that this study is the basic data for the planning of the public space in the complicated culture.

A Study on Factors Influencing User's Satisfaction of OTT Service (OTT 서비스의 이용만족도에 영향을 미치는 요인에 관한 연구)

  • Lee, heesung;Jin, Haiyan;Hwang, HaSung
    • Journal of Internet Computing and Services
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    • v.18 no.6
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    • pp.93-100
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    • 2017
  • In multi-media, multi-channel era, video viewing using various digital devices via the Internet, not the existing broadcasting network, is emerging as a new broadcasting viewing behavior. OTT service is regarded as the main service of this change of viewing behavior. It is a video service that can seamlessly use any content desired by the user at any time, at any time, any device, any contents, if the Internet connection is available. The purpose of this study is to investigate the factors affecting the satisfaction of OTT service by applying the technology acceptance model (TAM). As a result of analyzing through 303 questionnaires of the early users of OTT service, social pressure, perceived popularity, perceived cost, user reputation, individual innovation, and esthetics set as external factors in this study are partially affects perceived usefulness, perceived ease of use, and perceived enjoyment. In addition, perceived usefulness, ease of use, and enjoyment are directly influencing satisfaction. Based on these results, we discuss the theoretical and practical implications and propose future research direction.

Analysis on User Behavior of Social Game (소셜 게임의 사용자 특성 분석)

  • Han, Hye-Won;Shim, Se-Ra
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.137-145
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    • 2010
  • Humans are social existences who connect with others and live together. Communication between human has evolved into diverse formats and contents beyond time and space. Social Network Service builds social relationship based on web and its users increase rapidly in a global environment due to the user-friendly web circumstances, easy access and wide-spread supply of the smart phones. One of the aspect that is taking the center of Social Network Service is a Social Game. Social Games are based on web that has simple rules to play in fictional time and space background. This research is to analyze the relationship between social game, Social Network and user behavior through the Social Games Farm Villand Cafe World.This paper, firstly, is going to observe the characteristics of people who participate in the two social games 'Farm Ville' and 'Cafe World'. It, then, attempts to analyze individual and social human desires depicted in the games. In the social games, personal perception is revealed through an image of "possession", while one's social activity is displayed by an image of "consumption."

A Study on the Landscape Meaning of Village Grove -In the case of HAMPYUNG and YOUNGKWANG in CHONRANAMDO Province- (마을 원림의 경관의미에 관한 연구 -전남 함평 영광지방을 중심으 로-)

  • 김학범;장동수
    • Journal of the Korean Institute of Landscape Architecture
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    • v.20 no.4
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    • pp.12-25
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    • 1993
  • The purpose of this study is to interpret the landscape meaning of village grove and then combines this interpretations with landscape planing if it is possible. So we chose four village groves among seven villlage interpretations with landscape planing if it is possible. So we chose four village groves among seven village groves in HAMPYUNG & YOUNGKWANG Province(CHONRANAMDO, KOREA). The reason why we did it is that the meaning of korean groves is divided into three types(Confucianism, Feng-shui, Native belief etc.) according to original planting reasons. This study was done mainly by both referring to the regional character of those types and examining the nature of grove meanings. As a result of this process, we are able to find three demensions which were explained by physical-ecological, user's behavioral and cultural meaning. 1. Physical landscape of village grove is composed with ecological meaning that is related with people's land use not only inside but outside of it. So this kind of ecological meaning is the mutual relation among physical elements of village groves, for example old high trees, surface, user's facilities, land use around a grove and soon. 2. User's behavior meaning of grove shows that it has high relation with physical dimension, for example distance and accessiblity to a grove, linkage with open space around a village and so on. User's behavior inside of grove is usually divided into three types(recreation, play, ritual services). Especially, we were able to find a tendency to have numerous people use in the case of a village grove well to preserve its ritual service. 3. Cultural meaning of grove has the holistic character which usually defines the regional theme of each village and village grove(Confucianism, Feng-shui, Native belief etc.). So, the Landscape meaning of village grove is not only a physical shape but a certain concept existing inside of village grove. This diversed meaning existing in a grove have a direct effect on good fortune or misfortune of a village and its dwellers.

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The Effect of Badges Gamification on Participation Behavior in StackOverflow (스택오버플로 배지 시스템의 게임화 효과에 관한 연구)

  • Nam, Jeongin;Baek, Hyunmi
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.1-22
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    • 2022
  • This study aims to investigate the gamification effect of the badge awards, the most popular gamification process, on users participation behavior. This study also attempts to investigate the effect of tailored gamification, which designs the system of gamification differently based on users' characteristics, focusing on the level of online user information disclosure. For this, we collect and analyze data on 557 users and 1,048,020 answers from StackOverflow, an online Q&A community for developers. The results show that providing a badge is effective for increasing the amount of user participation, whereas providing a goal through the badge is partially effective for increasing the quality of participation. However, the moderating effect of whether users disclose their SNS information on the relationship between badge gaining and participation decrease is not statistically significant. For platform operators, our findings emphasize the importance of gamification design to enhance user engagement effectively.

Interactivity Framework for Analysis of Social Network Sites User's Behavior for Identification of Usability Flaws and Effective User's Experience (소셜 네트워크 사이트의 사용자 행동 분석을 통한 사용성 결점 식별 및 효과적인 사용자 경험을 위한 상호작용성 프레임워크)

  • Abduljalil, Sami;Yoon, Seok-Jin;Kang, Dae-Ki
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.544-546
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    • 2011
  • Due to the explosive growth of online social network users, large numbers of users discover these social network sites are a place where they can be able to spend their spare time, share feelings, ideas freely, and to search for new friends or partners. These web sites give an opportunity for its users to socialize with new people and to keep in touch or reconnect with current or old friends and families across disperse continents via these web sites, which traditionally replace the traditional methods. These social network web sites need careful investigations and findings on the usability for effective interactivity and more usability. However, little research might have previously invested on the usability of these on social network web sites. Therefore, we propose a new framework to study the usability of these social network sites. We namely call our framework "Interactivity". This framework will enable us to assess the usability of the social network sites. It will provide an overview of the user's behavior while interacting in these social network web sites. Measurement of the interactivity will be measured using Camtasia software. This software will entirely capture the interactivity of users including the screen and the movements, which the screen and the motion of the user action will undergo to analysis at the end of our research.

A Study of Integrated Evaluation of System Lighting and User Centered Guideline Development - Focused on the Lighting Design Method for Office Space - (시스템조명 통합평가 및 사용자 맞춤형 가이드라인 개발 연구 - 사무공간 설계방법을 중심으로 -)

  • Kim, Ju-Hyun;Ko, Jae-Kyu;Cho, Mee-Ryoung
    • Korean Institute of Interior Design Journal
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    • v.23 no.6
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    • pp.78-86
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    • 2014
  • Lighting in indoor space is being changed to system lighting converged with IT technology. Office space lighting with incandescent lamps and fluorescent lamps was completed through overall lighting plan by illumination in most cases, but convergence between LED lighting and IT technology enables the technology of responding to user requirements to be realized. Optical physical quantity suitable for humans and the lighting environment in accordance with user's sensibility, based on space function and user's behavior, would contribute to the improvement of service productivity, energy reduction, and enhancement of emotional satisfaction by providing user optimized lighting solution. Thus, user-customized system lighting guidelines to be applied with integration indicators of optics and sensibility are required. For the design elements required by users, environmental factors, product characteristics, optical characteristics, and sensibility factors are drawn from the design cases for office space and the survey, and the design check list and evaluation indicators are considered to reflect the requirements in the design and requirement indicators to give integrated satisfaction for optics and sensibility are developed. Purpose-centered design method from the user's viewpoint is applied to function-focused design through scenario, and it should be applied flexibly, as the new lightning design method solutions, to the concept design stage of space lighting design and device development. This paper, therefore, presents user-customized guidelines by pursuing the optics and sensibility evaluation and design method combining the requirement conditions and scenario, to be used for lighting content development and design.